i dig it, except for the hands. the proportions seems pretty good, it borders on manly though - kinda like the ambiguous Robin from early batman comics. the biggest thing that bugs me about the hands would be the wrists, she seems to be completely missing them. The thickness of the forarm does not blend well into the…
You can weld, align and mirror in Blender. Downside is when you mirror, the seams of your mirrored parts get welded together (you could import to silo and break them. In the Silo UV editor go to Select Menu > Select Special Geometry > Select Faces with 1 edges = UV Border Selection, so you can break all the weld edges.
you can have texture tiling in current consoles for an atlas as well. As the fragment shader can do the "wrapping" of the texture coordinate, and modern instructions also help with filtering issues at the border. But for older pipeline, ie iphone you wouldnt have that possibility. But for unique stuff nearly all platforms…
A flat poly sheet surface (quads) with the spline being the border. Extrude would produce a many sided NGon, not too difficult to clean up in this example though. Surface modifier. I couldn't get this to work before, untill I realised that the spline had to be broken down into 3 or 4 sided shapes. For some reason, the…
Yes the old colors seemed more rich. This feels very desaturated. I dont agree with what most people said, I think the colors where fine on the first one. Just get the claws darker, towards a black as well as the skinny horns, make them darker. and you could saturate the border of the stripes a bit. But on this new one the…
Are you trying to bake polypaint? If so, you should bake vertex colors instead of base texture. The base texture bake in XNormal is so that you can mask out your UV islands in Photoshop so you can pad the borders cleanly with the XNormal filter. Also take a look at this thread…
The header takes up a crapload of space. I'm on a 1920x1200 screen and the clayrender only barely fits. I'm also not fond of the liney look, it looks like an incorrectly scaled and stretched image. You should try to make the borders on images via CSS, not only will this save you a wee bit of space, but it'll also be easier…
That's loads better! One thing, add a border around your uv islands. The mipmapping will make the barrel have white artifacts at a distance. Having a white background isn't the best so having a colour closer to your props is good. Although since you have several different colours maybe just have general block of colour…
I'm finding the walls a bit plain, a mass of grey. You have an interesting pattern in the bricks though, maybe do something with the surface detail, contrast up the individual colours of the bricks. I'd also look into some kind of skirting , if you look at that shot of AC it has skirting and borders around most of it's…
As for the mip question...You have to make the Texture for example for the floor a little bit bigger then the uv island itself.If you go a little bit away from your object, the texture size gets sized down.If that happens and you have no padding in the texture it gets the colour of the surroundings of your map if you have…