Started doing some more work on the Hallway apartment assets. figured I could create some peeling wallpaper assets using a single 1024 wallpaper texture. This wont be the final texture, just using it to see how the walls tile. I figured I could follow the same suit as I have with the other walls (create a 2x2 piece. reuse…
Hi, All of these look very consistent in style and fidelity. I would up the quality on the marmoset viewer exports as they look very mippy right now so they don't do your work justice. All in all very good work. I love your renders, nice and crisp with great lighting and contrast. Many of these crits will be nitpicky but…
Ok, time to update once more. I've tried your techniques (@cryrid), the "Project All" one first because it sounded more solid, from a topological point of view. .: I have imported the low-poly skull as a new subtool :. Manually aligned it to the sculpted one (apparently, it doesnt work unless the two models are…
Here's my 2 cents... First, (and no offense) you have a ton of reading and learning to do on all of these subjects (as we all do). Second, the answer to all of your questions and probably every single other question you may ever ask is..."It depends." "It" (meaning everything in game dev) depends on so many factors. Here…
Hey man. Just to continue what we were talking about earlier. If you really look at the concept and try and break down the elements, you'll see there really isn't much to it and the whole thing can be build with only a few modular pieces. If you do this, you'll be able to see what defines the architecture and how you can…
http://www.polycount.com/forum/showthread.php?t=117309 That's a really good thread to stop in and ask material/texture questions like this. For future reference :) As for the material at the moment, i think the diffuse is looking good. Well. Aside from the left half being clearly blurred/blended and being very salmony, But…
Nate, you have really good execution when it comes to modeling and texturing but right now I feel the piece suffers from a lack of overall contrast, specularity and composition. It's very flat and confusing to look at because that water wheel doesn't make sense over there. I say look at your environment overall, and figure…
[ QUOTE ] [...] the ears seem a bit underworked in comparison. i would probably give them a once over to bring them up to par [...] [/ QUOTE ] I agree. The ears will get a little overhaul, but that will mostly consist of deforming the general shape a bit, giving them a slightly more aged shape. Probably minute - if any -…
One hundred to two hundred dollars to bleed your brakes? God damn, just buy $10 of DOT3 or DOT4 brake fluid (or whatever your car's manual specifies) and do it yourself. Bleeding your brakes requires two people, but it's not that difficult. Actually, it doesn't even really require two people, it's just easier that way.…
As an animation demo it doesn't show a whole lot. If you plan on sending this out to places as a sample animation then you might want to get some more movement, run walk cycles, crouch, jump, bending, kind of stuff. Since I am not really sure what the purpose is of this vid I am left kind of wondering? I also have an issue…