Heheh - ok - I think I'm finally finished with this one. I ended up adding some more polys into the slug's feeler things to get a nicer bend on them, but apart form that, the polycounts are the same. A 512x512 each for the character s and a 256x256 for the axe. And a little (badly) rigged scene I put together showing how…
Thank you all for the help and compliments. The texture res is 512x512 Volkov. I think that's what you meant by "What res is the unwrap btw?". Here is the texture layout.
i read some stuff about a security leak. and it didn't hold up very well with more than 5 tabs (i have an old pc with 512 MB ram ;) ) so i switched back to firefox :D
On the topic of getting your clients in trouble: "This model was built with 1100 triangles and a 512x512 skin. The character was made for the RPG game Fate : Undiscovered Realms" This is about his red snake model, which he also posted a video of on his animation page. To johnny: I really don't know where you see this…
Thanks everyone Zack - yeah i've been playing with different methods of doing AO for most areas that don't move or reflect highly. Probably gonna give give the entire interior a 1024x512 diffuse and and most of the engine/boot/misc bits a 512x256, basic AO and a little colour variation should really make shit pop. Stefan -…
i like the idea of weekly learning topics. kinda like an online 3d class. smaller challenges to not only help learn but just to get some people pushing polies on a more regular basis, cause you know, some of us do more sitting and thinking about what we want to do than doing it and it'll add some variety to some peoples'…
I have to disagree with the "never outline in black". While that is usually a really good point, I find that now that I am doing alot of tiny art for the iphone I have to abandon all subtley to make art stand out at that small size. I have been outlining alot in black and have been using a style that is brash but stands…
for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
Thanks Pedro, I'm really glad you like it, but it's just a (useless) high poly model. Do you have any clue about low poly counts? I'm working on the cylinder and it's still around 1.5K tris... Does it make sense? As an aside, do you know when next workshop is going to start? Notified while replying :) Thanks Axios, it…