OK all, thanks for the replies! I got it. The idea with the DLLs was great because there was a gl.dll in the Homeworld directory AND via ProcMon i was able to find out that it tries to access a opengl32.dll in some system dir. I found an awesome tool: GLintercept. It brings a new opengl32.dll and a config file which you…
You aren't sending your model straight into mmorpg engine, why would you care about head separation? You will separate it during UVing most probably, but it's up to you if you're gonna keep the whole body as a single mesh. Japanese developers tend to increase polygon density on the faces a lot - check this Leon's model for…
It's hard to tell with wireframe on. Are you planning on sculpting a hipoly of this model? Proportion wise, the eyes feel too small, the head is about 5 eye lengths in width, you can imagine 1 eye length between the eyes and 1 eye length between the outer eye and the side of the head. The jaw seems rather flat from the…
Thanks for the encouragement strobelite and cupsster. Here is the final cannon rendered in UDK. (Wireframes rendered in 3dsmax) Maps also included: the 512x512 was a compensation for several mistakes that occured when I was in engine. I originally had the wires packed with my glass material, but they ultimately turned…
Model looks good. Cool render, a little insane on contrast tho. Your whites and blacks are too intense. It looks like your lamps are on without sending out light and your rims are self illuminating. (on your wireframe the rims look different?) I can barely see the material definition of the tires. Also your black metal is…
The main advice I can give with texturing is to start with the basics in photoshop. Once you learn how to correctly make your maps in something like photoshop and understand how it comes together then branching out into something like substance or dDo comes much more naturally. Also one of the big issues with character…
Well the nature of the problem is simple. If you texture on a straight object and then bend it, the texture will stretch on the polygons that get wider and compress on the polygons that get thinner. That's the basic logic. If you texture on an object that is already curved, then there is no stretching or compressing to be…
The first thing you see is some random blog posts which im 90% sure no employer is gonna care about, so you should probably put your environments first. Unless im missing something, each environment only has one picture attached to it, so you should throw up some texture breakdowns, wireframes, alternate angles and more…
hehe. One thing I learned real fast when I got my first industry job is its a waste of production time making a pretty hires wireframe, as long as it works as it should and doesn't make the lowpoly process a living hell, it doesn't matter (within reason). :thumbup: Needless to say I got pretty sloppy this time lols I do…
Thank you again Dean, I need more time and practice for sure. I fixed areas I thought were lacking and also decided to try my hand at painting and hair...they didn't come out to hot, but just something I have to work on haha also, for some strange reason These black lines are appearing on my model, any idea what thats…