Thank you Arturow! I see what you mean. I'll keep an eye out for the transitions. I'll also think about the 3D models for the perspective layout help in the future, would definitely help lots. Thank you so much for your feedback! :smile:
Cheers Ace, that all makes sense. My old portfolio that needs updating is on blogspot - www.jonstewartcg.co.uk - so I'm familiar with the layouts and a bit of the coding. Could you link me to your one at all please? Would love to see what you described in action. Thanks.
yes, there's a thread somewhere where Ryan shows how the Photoshop method is incorrect. As far as getting errors and what not, it's mostly down to your low poly and/or how you layout your UVs. I'm still new at it myself but one thing I've learned is: use Xnormal.
You could make a nice flat UV Layout for your mesh, then fit your alpha/heightmap to it properly in photoshop and then make a sculpt with heightmap in mudbox . That would make aligning rather easy and you would achieve the same effect as using the Stencil and doing all this manually.
Wow, Your work is so dark. I love it. I'm currently looking for a concept artist for a trading card game. Just want to create some animated sprites of examples of scenes, characters and GUI/layout designs. If you're interested please respond. Thank you Ethan
A reference picture would help a lot. Also a sketch of the layout. Usually rocks are just pushed into the ground, two separate meshes. You can soften the transition between the two with AO and similar color values. For example, dust and mud splatters can accumulate on the sides of a rock.
I'm looking for a good one myself too. I just canceled my Napster account because the site layout is pretty much horrid and songs often simply refuse to play. If you do pick up Zune let us know how it goes :o
Nice simple layout, good content I love it! The only crit I have is that the wireframe render-er you are using doesn't display ALL the edges, making things look more low poly than they really are. The next/previous buttons work for me /shrug
He'd probably just unwrap them (planar, box unwrap, etc) and align the uv's to the texture. Assuming you're speaking on 3ds max, I tend to mix UWVMap and Unwrap UVW so that I can edit my UV layout directly and scale individual planes.
This is awesome. Love how the design and repeated construction-themed elements have enough variation. Assuming you used a trim sheet or two like your other ships. Can you share flats? Curious about your layout and blending methods... vertex color for blends?