Todays update: I adjusted some of the proportions as suggested. Still need to make an engine block and add some additional details, but it's getting there. I'll try to finish up the highpoly tomorrow as well as start on the lowpoly.
Hi Guys, finally I found the time for a new stylized asset :smile: I always liked the shapes and colours of retro furniture. Follow the link for bigger images: https://www.artstation.com/artwork/x1WE1 Highpoly:
@Elithenia Thank you very much! If you have any crit, please don't hesitate! Here are highpolys for the scene including the main tileables, most are in the scene but some are new and still in the pipeline, like the fireplace.
You can bake everything except materials from highpoly (tangent normals from hp is possible, as is vertex color). For your error, maybe try switching engine to DirectX10? If you're on SSE it might be because of that.
Hi Alex! The HighPoly UMP is from Real Life Reference. The MP5,too, but the Foregrip was made by some pictures found on google. The AK is made from Reference Pictures, also found on Google. Thank You!
yeah i figured that would be the easiest way to make sure it works. But if that stuff is really highpoly, wont that just demolish your system? Even when instancing objects at that tricount my computer chugs and chugs.
did a highpoly for a jugg ward, it will come in 2 styles! Im planning on having the fire particle in the middle on top of the wooden beams... and the death animation will be the bell/gong falling to the floor and rolling, could look cool!
#12, more than halfway there now! Very organic for a sword texture wich was new to me, and I probably should have made it more highpoly, especially around the mouth. Pretty pleased with the colours though!
Thank you so much for your feedback @Jakro, this kind of detailed feedback must mean I have got something right :) I will update here once I have a highpoly version to show!
you can bake mental ray light to a texture with batch bake. You just have to uv map the highpoly model. After that you can bake the texture to the lowpoly version via surface sampler.