These look really great and colorful but something about the portraits seems a little flat. Maybe they could benefit from a large blurred brush or a gradient set to overlay to make some parts recede nicer?
I know, i know. Another one of these... Did have fun with this one though and learned a lot about speeding up my normal map making process and about UDK. And now, pics: Some of the different parts: And some textures:
Hello there! It's my very first time posting on Polycount and I've been working quite hard on this project. This piece will be part of my final Demo Reel as a student. I hope you like it and I would appreciate any constructive comments! http://www.artstation.com/artwork/LmayK Thank you very much and have a nice day!
Here are some WIP shots. This stage was just propotion and silhouette judging .All the parts of armor are definitely going to rebuild . Any comments and critiques are always welcome. Cheers :)
Im using Xnormal for baking. Settings used: I have added the highpoly mesh. Then i added the lowpoly mesh. Under the low poly mesh i added the cage (Which i have checked and its fine). I set edge padding to 4, bucket size 32. Normal Map tangent space checked and X+ Y+ Z+ As swizzle coordinates Closest hit if ray fails.…