Hey A.E :D Excellent progress :D Agree with PM about the bricks tho. Even though i understand that you KINDA want to get over with the wall with just the nvidia normal filter, it is ACTUALLY more effective,rewarding if you actually either paint in a height map OR model the bricks in. its just a matter of making a block and…
It does subdivide while holding the shape. Great for hard surface. For organics here is something I have been experimenting with. Take a model select all edges then crease em. Sub D a couple times or even just 1 it takes some experimenting. Then refine the mesh. It will add more edges to your framework and still hold the…
The car still looks pretty organic. The front is weirdly curved and the back is wavy for instance. Good ol' Sub-D is in my opinion still much better for hard surface stuff. Zbrush will make your topology a mess and cleaning the model will take as much as time as if you would do the Sub-D in the beggining. Just my two…
@ayoub: Thanks! :D @Rick_D: Thanks for your advice. You're dead right about the castle not being imposing enough. It definitely needs to be able to survive a cow siege. I used Photoshop to compare the silouette in the concept to one of my screenshots: That gives me a nice guideline to work to! :D Also, spiker rocks are on…
The polycount is 8,4k around 5k verts I used two textures one for the ground 2k and for the house 4k Since all the light is painted in it's really big =D. the texture sheet itself is a total mess. I didn't bother to much making a proper layout since resources weren't particularly important for this exercise. Painted most…
That makes sense thank you, but what if i want to use that asset more then once in the same scene and rotate them? Are you saying that i need a unique normal map per rotated model? isnt that a bit overkill having 4 rotated normal maps for one texture? or am i misunderstanding! :D Thank you for your help! i really really…
hey, thanks a lot, very useful critic!! great idea with the skirt, and now that you mention the arms, it feels a bit weird for me too :D about the image ratio, my idea here was to have on the one hand the typical landscape format like the lol skins are and on the other hand it should be a story element with some kind of…
You're a legend. Shellmod is great! If you're looking for any new features, one thing I'd love to have is Crease support propogate from the control mesh onto the shell mesh (Edit Mesh->Crease Tool). Coming from 3ds Max and Zbrush, I use it a lot to control hard and soft Sub-D edges, so this could help a lot with my…
Good luck with the project :D Do you plan on rendering everything in Maya? Why not put it into a game engine? Always a good skill to be able to show your assets in-engine, and now that for example unreal 4 is free... Also, I can highly recommend this tutorial by Jamin Shoulet for texturing, not 100% sure but I think he…
I don't think you could use this as a high or low poly model. Like you said, it obviously won't sub-d in its current state (but there's no reason it can't be cleaned up and act as a base for sub-d) and despite its reasonable poly count for current gen titles, it doesn't show a good use of poly allocations. However, again,…