Yeah, the UVs are going to look like a mess, because everything's tiled. The UVs won't tell you much, unless the artist just shows the UVs for a single wall, in isolation. But then all you're going to see is the wall stretched out horizontally beyond the 0-1 square. Where the UVs get really crazy are techniques like Snefer…
Well, the good news is that you build up your volumes well, and you your work is smooth instead of muddy, so process wise and eye wise you are doing quite well. There are some definite deviations or misses between your concepts to the sculpt, but they aren't huge. Things like the curve of the hips, or the height of the…
*Thoughts from down the line in 2016* If I was handling this issue now in time I would have started with a nozzle cylinder with more Subdivision Axis's (Axis'? Axii?)... A nozzle cylinder with more edge loops (like 16 instead of 8). a lot of the problems I was having here were spawned because I didn't have enough geometry…
Actually it appears Tor Frick (Snefer) does not use or even need Mesh Fusion. Everything he is doing, which in some ways is arguably better than MF, is with Modo's booleans and the built in smooth edges shader option. This means he can keep his poly work low and even overlapping, then bake out maps that make it look smooth…
Asaro head teaches you what you want to nail in the beginning before you move on to smoothing things out, no matter the proportions of the head. You're not learning a specific thing, you're learning something you'll be eventually subconciously doing over and over again for human heads. It also teaches you that good visual…
Ok thanks for the reply. The low poly smoothing definitely is wrong as displayed in SP & I would assume my smoothing groups were done correctly since the normal baked properly & displays fine with no seams in Max. You mention vertex normals, thats interesting I'll look into it but the only other format I could use is FBX &…
Thanks so much for the feedback. I plan to do most of the engraving and surface details with normal map painting because I'm definitely not sure how I'd be able to model in that face at the top edge of the blade in high poly.... But I could try adding the skulls near the bottom of the blade and some of the larger…
I dont think i will be entering it in the Blizzard comp, because as i said im not planning to texture it, and also i have already gone well over the poly limit without any detail in the surrounding area. About the heavy use of chamfer. The style im going for requires that i make my geometry look round and smooth. This…
Thanks for the hasty reply arshlevon. I changed the Mapping Coordinates -> Object -> Use Existing Channel (wasn't turned on before) -> Channel: 1 AND Baked Material Settings -> Output Into Source I get the first image. So I seperate the two (holo and the base) and try a lightmap on the base and get the second image. Now…
I'll run a couple tests with the scene setup you mention, and I'm ready admit I'm wrong since I haven't done any serious mental ray work for at least a year and a half, but I'm still going to bet FG + GI is faster. You need to tweak your settings a fair bit though. With pure FG, you'll end up turning up your FG points and…