Cheers, nabbed a copy myself and spread work around work. Just had a very brief go and already enjoyed the feel of it. And it seems to have a fairly similar layout and hotkey setup to photoshop which should make getting into it easier.
Lightning is nice, so the layout shot too. I would add a bit of highlight on the rocks, so it pop up a little bit more. And for the grass, add more depth? It looks flat with only 1 color. Keep it up! :)
Toss the image into a Photoshop layer, place it where you want on your UV layout, and refresh 3DO. You can copy the layer within DDO (or Photoshop, really) to the other DDO documents to add gloss/specular and bumping, too. :)
Well, before leaving to work this morning I spent another hour at it. It's down to 4400 triangles with a more optmized mesh and better UV layout. I'll work on the little projection issues I'm having and texture it properly during this week.
It's been great seeing your latest scene develop, awesome progress and the portfolio is great. Good layout and solid content, its ready to go like Josh pointed out. I really like the night hawk drone, fantastic.
[ QUOTE ] how can I make my low polygon UV ok and not just look ok? [/ QUOTE ] In the UV layout window, select all the edges apart from the borders, and polygons>sew. Oh, and what dnorth said.
I don't think 110% pixel density compared to other props is going to make any visual difference. Make the UVs fill the square if you want to texture this uniquely. Currently it's a horribly wasteful UV layout for no good reason.
Ok done with the lowpoly so far, since nobody else works on this challenge anymore I raised the polycount to 25k. (also some older bake testwith 2 min uv layout) e: qick bake of the head:
Also. Up and down arrow scrolls through the list. You can also view all subtools by pressing N to List All (similar layout to materials pop up, etc) http://www.pixologic.com/docs/index.php/SubTools
It need to be noted that in Unreal, you can't use different uv layouts on the different lods, if you use baked lighting because the h - instanced static meshes doesn't support different uvs on the different lods for light mapping.