Lots of Tiling going on. I essentially textured every asset with a tilable textures, including the 'O No' Carrier. Some assets required some 'creative UVing', especially the ship, but it ended up saving alot of texture space in the end. We can get some wireframes when we are back from GDC
You're in the zone, just modelling in Max and go to change the display type to either wireframe or just turn off wires and accidentally press F1 and your browser launches into a new window for the Autodesk help webpage. I'd like to have a nice long chat with whoever the fuck thought that was a good idea to hotkey.
Think you made a mistake with your first image link. Unless your katana is an oscar winning movie :P If you want crits your best off showing a few angles of the wepons and some wireframes are always a bonus. Edit, ok the first images changes everytime i reload the page.
What up Lucas! Don't be afraid to show breakdown shots of how your stuff is real time ready (wireframes, normal map shots, texture layouts, ect.) People like to see how you achieve the final look and result. Plenty of examples on my website if you need them. www.nrose.net
Could be a smoothing group issue (Max) or soft/hard edge thing (Maya). Could also be some bad baked ambient occlusion overlayed on your diffuse texture. It might even just be the nature of polygonal shading. It's kind of hard to tell, a wireframe image might help. What app are you using?
In general, Bitmap reload only updates the internal bitmap caches when the external file has changed... The best method i use for this is toggling of the viewport display of that material, switch to wireframe/and back to shaded mode, reenable material display in the material editor. Works for me most of the time, no need…
When they say low poly, you need to ask them what the triangle count should be. Otherwise you're shooting in the dark (so to speak). Take a look around the forums, there are many examples of revolver gun models to look at, including wireframes. Should give you an idea of how to improve your model.
Marmoset has alpha-to-coverage http://www.marmoset.co/toolbag/learn/blending Solves the sorting problems, but doesn't fix the hard edges you get from intersecting planes. Still have to adjust those, like your white hair example. Nice job btw! edit... can you show a wireframe?
Congrats for the 1st place. For the presentation I would go with a more the last version, so the background didn't distract from the model itself. Maybe some nice close up shots of interesting areas as well as "normal only" and wireframe shots would be nice for a presentation. What do you use for rendering?
c0ldhands, samgriffiths: Thanks for the crits, I've worked on the skull and the shirt. Arms and pants still to be worked on. Torch: Yeah, I can downsize the textures. They're holding up at 1K quite well. Here are some new Marmoset screengrabs under different lighting conditions, and viewport grabs and wireframes. Critiques…