Fantastic looking game BTW :) . I usually have same kind of a problem. Whatever procedurally generated looking super cool at first glance once put next to hiress scanned surface ( billions of polys to capture tiny height variation in initial scan) becomes instantly not true and artificial. So I basically ended up using…
Sorry it's confusing. PBR is not so simple when it comes down to the nuance and there's a lot of bad practice. I checked before replying and knew it was Radiance. Specular doesn't affect AO so yes, it's contradicting him on that bit specifically. My post is based off the UE4 source code. TLDR; The Specular input handles…
@Kalilak11, Thanks for the feedback! You're spot on. I totally agree. I have a bad tendency to get really excited about sculpting one part (shoes!) and I have been considering doing things more in passes, like I used to, for my next character. The jacket definitely needs more work and that is the next thing I am going to…
I too was thinking about this and my friend "he makes html5 games as a freelancer ar the age of 21 and already earnt $50000 in 13 months au" told me to work with unity because I do what I want to do "3d props/character's" and have them on the unity store so my work could not only be seen on its own but hopefully in decent…
Bitching~ I'll have a computer sciences degree in 18 month's, the courses 3D unit is a joke, so is the multimedia unit. I have taught more than the teacher has, literally walked around person to person telling them the basic tools and functions in 3ds max since he doesn't actually know. He has taught "theoretical…
Well, at least some of what is here doesn't look so bad - but your presentation of it is terrible. It would be far better to post texture flats so we can actually see whats going on. Several of your images have specular thats just blown out so bad that I can barely see whats going on. I like the first one the most, but,…
If the chest of the actual character goes completely behind the armor with out some reasoning behind why it would to that is a bad idea. For one it wastes precious UV space where it could be better used providing resolution to other parts of the mesh. A second reason this would be bad is because it complicates the process…
Judging by the way you are describing your intended workflow ("I think for this step I would use Automatic retopology, I've seen some good results though I am not sure"" ; Baking (if necessary) = Maya"), tackling a complex 30k character at this time is probably a bad, bad idea. Do not attempt to "figure out" a technical…
Ok, people are probably not going to be happy about my opinion but I'm going to say it anyway. I don't think this exercise is helping the majority of the people posting in here. I'm seeing a lot of mis proportioned heads with really bad anatomy. I get that you feel like there is a gradual improvement but to me, I think it…
Oh boy, that sucks. I'm a bit shocked at how bad that design is, but not surprised at all that he's been given a new form. I think I read something about how they want to do away with parts shrinking and warping during transformation, and that would certainly cover Megatron transforming into a pistol. Which is really too…