Rendering! At the end of the day it's all about the pixels on the screen. That's all that matters to the viewer. Bad lighting and shaders/textures can ruin what was a good or even great model. 1: Images in your portfolio should never have aliasing unless it's an in engine shot. 2: lighting, Get your stuff into 3ds max and…
1-5 No. Don't care about topology. Just care how it reads in the game engine. if having super polygons with 5 sides makes weird shading issues get rid of them. If it doesn't who cares? The layout of the geo looks good so far. Again I would say how does it read in game? Some game engines this stuff can matter, others it…
You could use the same basis of the transition or dissolve method to achieve what you want. http://udkc.info/index.php?title=Tutorials:Dissolve_Material_Effect The original use of this effect is for a dissolve effect, but if you mix around stuff (instead of fading to black/white, you fade it into another texture) you…
nice work man, this turned out great. the only thing i would focus on is getting some more epic lighting on this thing, right now the light levels seem pretty similar throughout, Dont be afraid to put some shadow casing geo in the way of the light to get some dramatic shadows, it helps not only add depth but also can…
Off to a good start. I would suggest you make a mirrored instance to help you visualise the model. I disagree with Tanka, its always good practice to try and get your loops to flow with the forms and I don't think you have too much geo modeled atm, just try not to get carried away. For early attempts at character modeling…
My company's gone the route of "opting out". Instead of going next gen, we're developing mobile games, and in the future we plan to release Shockwave games over TV (controlled by users at home via their cellphones, so we're still making revenue). It is a more cost-effective business than creating a full blown console game,…
bake some lighting in. If you need to you can sculpt a high rez version and then use something like xNormal to bake the the ambient occlusion shadows from the high onto the low. Then do some texture overlays from photos. It is really not that hard to get decent looking results but it helps a lot if you know what you are…
I would suggest you get more details in the models, work on your textures and UVW unwrapping, poly-flow, etc before you start worrying about your triangle counts. Current "Next-gen" platform consoles can easily support 5-10k triangle animated characters - But the budget is dependant on what the character is used for, where…
You can actually get away with a single uv layout for both layers. Make an atlas layout, no overlaps, all inside the uv square. Use it as-is for your bakes (normal, masks, ao). Tiled textures can have their own per-texture transforms which make them tile across the atlas. You can align the uv islands in the atlas layout…
Started working on the engine the more I get into a around the engine, the more complicated it gets... I guess with enough patience ill get it done it's scary thinking about texturing all of this I think I bit more than I can chew... but I'm going to finish it, progress has been a bit slow these past few days, busy with…