You have way too much fine detail modeled into your lowpoly. All the trim, those little buttons etc, let the normal map do its job and represent fine detail. This will make a more efficient asset that is much easier to bake, and will look as good/better(less chance of smoothing errors). It will also result in a uv layout…
Hobo - Cheers pal. I brought the front panel out further to get a better silhouette but I may through some more poly toward the face plate and see how the layered look pans out. Cheers for the suggestion. Fenn - Not a problem. Yeah as it's a slight redesign. I wanted to add some height to it as I had some pith helmet in my…
From your reference it does line up with the facial features but I think it's the neck that is giving the perception of a wide face. It appears skinnier and starts further back. If you want more nit-picky things since you are going back to it anyways... :) I feel like you should do something about the lumpiness in the belt…
Looking cool so far, however I think you should reconsider how much you might actually have time to make in two weeks, especially as it's your first time using the Unreal Development Kit. Aim for quality instead of quantity and try to learn the basics of the engine before you bring out the big guns. I also think you should…
I have gotten some great critiques from external sources and have made some changes and revisions. -Changed lighting scheme from gloomy and dark to a more brighter daytime setting. -Uprez'd some textures and switched from 1024 to 2048 on some main textures. -Added wet spots to the floor. They were there before but were not…
Hi - I checked out your DA site. Maybe you already found work somewhere, but if you didn't, there might be some room to polish the presentation. Someone recommended the games industry mentor podcast already - I was in the discussion. I built a template portfolio that will force you to trim some fat out of your current…
1) It really depends on the engine and the specifics of the game. Some general info that might be helpful: http://www.polycount.com/forum/showthread.php?p=1520610#post1520610 Other general guidelines stuff: Try to keep as few transparent pixels floating around as possible. Trim the opacity out of the planes, even if it…
It was a tricky situation to start with as most of what people consider the 'reality' of Rome has been painted by Hollywood, in a neoclassical style. Wanting to stick closely to actual Roman architecture often wouldn't give people the feeling they were expecting to have from the settings, so the end result is a combination…
Wow! Thanks for those breakdowns. I really want to go back to the level and look around some more. I have some questions though... The second UV set for the other textures, ND's engine is more similar to Maya than it is to UDK/CryEngine, right? How would I access the second UV set in UDK or CryEngine, if you know? Or is…
I come from an arch vis background but now am doing all kinds of hard surface machinery, etc, but I still have a tendency to work with the same type of spline modeling work flow. Lots of extrudes sweeps, very heavy use of trim and outline in max's spline. I have been mixing in alot more sub-d stuff lately. But I am…