I think it looks great, but there is a lot of wasted geometry here (especially on the barrel). If you've got any amount of geometry that doesn't change the silhouette and isn't there to improve the bake then you can just remove that.
It might now amount to much, but color is only the beginning. Look up "Flow maps" from Valve or Naughty Dog in their respective games. Color is only an indicator, it still won't guide the player fully.
Thank you all so much for your feedback! :D I'm excited to get back to working on this project, and I'll try to conserve the amount of detail that I put in. Here's my latest updates:
overall better for sure, but two things bother me: 1. for that amount of torches, its kinda dark 2. WHY where is a SHADOW on the wall, right behind every torch? this is just ridiculous :poly127:
Like it was said before, turn it into a “box display” or disable textures. Create proxy textures. Sounds like its a shader issue on the viewport that amount of poly's should be fine. Give us more info.
*desperatlylookingforsomethingthatisnotfuckingamazing* why is that yellow paint going over the debris in the bottom right corner of the third screenshot from the bottom ?! srsly guys this stuff rocks so fucking hard !!! infinite amount of thumbs up
Looks great! What references did you use? I would say the amount of creases in the pants and shirt makes the clothing look more like soft silk than durable army uniforms.
so still a learning experience, posing him distorted a fair amount of my anatomy but i guess it's always faster the second time :) also started playing with how i'll be dealing with his clothes
Thanks :-) you confirmed what I was thinking. I loved playing with it. Its pretty cool the amount of geo that can get covered, but i guess not too suitable for displaying a street of houses and detail.
Here's what it might look like in Super Sportmatchen if you put in the right amount of blood, sweat and tears ;) The full dev-thread is over at: http://www.polycount.com/forum/showthread.php?p=2328738#post2328738