thanks for the feedback kaoticvisions you were spot on with the age range. i still need to have a play with the wrists, knees and pelvis to rework them for the animations. where do you think the problems will be in those areas? here's the unwrap of the character. this is at 512 resolution. the finished texture will be at…
Pretty good work, nice to see a non-gargoyle too. Construction crits - the hat has far too many polys. You really should have an extra edge cut at the back of the knee, right now that's gonna deform pretty weirdly. Texture crits - Eh, do you have a graphics tablet? Or is this mouse work? It's all looking very dodge/burny…
The main problems we've had with it are mirroring, and complications when trying to combine painted normal detail back on top, but we have sort of a solution for this. We've really came to the conclusion that NM compression basicly sucks no matter what we do, and we just selectively turn it off for cases that are really…
Here is another project I am working on, the Han Solo blaster. It was the final project for one of my classes, but I would like to continue tweaking it. Here is a link to the reference images I used for the gun (it is the one on the bottom of each set). I am finished with the high poly, though I still need to tweak the low…
You should use targa's instead of psd's for your textures. Start with your psd to make it and save out as tga. Should save some space and I believe it works faster. Not positive though. Reich is right. Start with 1024 tex. Hell you can always stat out at 2048 and size down. Never reverse. Always start big and work way…
It'd be better to add in a chock full of extra details including wrist bands, rivets and all for that resolution. Sometimes a UT2 character with as much detail like that would still work with a 512 resolution.
So yeah, i'm going to be uploading them to unreal's 2004 editor for my school project. The texture size i'll be using is 512 x 512 and you will be able to go into this shack i am building ...
I already said I shouldnt have put the anti china remarks up there. There is no such thing as private industry there which bothers me. But the main issue I was trying to bring to everyone's attention was the outsourcing. I know its been in other industries for a long time. This is the first time I realized it was happening…
I don't think its done in Maya, if you're going for what they have in UT, then you're probably going to have to read up on it, or look at how they do it in the Unreal Editor. What I got from how they animated textures in the particle tutorial was that they setup one texture, and then subdivided that texture in an even…
Thanks for the replies guys! We use targa's, not jpeg's, bmp's or dds's. So with the statue I'm working on, I'm working on a 512x512, and I've got the whole thing in a stone texture - detailing the UVd areas where needed of course. Would it be fine just leaving it all stone or filling in the unused areas with a common…