Really should have just used triangles where it was necessary. This is typically what character topology looks like in a modern game. Note that the character contains mostly straight edges, using plenty of triangles where necessary to manage geometry density.
This belongs in the Technical Talk subforum. There's no real name for textures like this (games might refer to them differently), they could contain anything you need. The technique is called Channel Packing, how you do it depends on which software you're using.
nazedo, fantasymaster & sebeuroc: Thx for your kind words! :smile: Playing with proportions and some updates on the armor. The general idea is about an ancient ritual armor ( the beauty ) that contains the furious beast. I hope this week I'll finish the blockout. Cheers!!
Godwin's Law says only that any thread will contain a nazi reference at some point (provided it goes on long enough). The stuff about the thread being pointless after that and the whole winning/losing the debate was an addition that Godwin himself never made.
Totally off subject and out of left field... AO baked into your spec map also helps to keep the spec contained and keeps nooks and crannies from shinning, it helps keep the dirt pior is talking about, looking like dirt.
Hi, I've uploaded a version containing .obj models, it also means that some grouped objects have now been 'combined' into one object, so if you don't mind that, here ya go! http://rapidshare.de/files/2924074/Free_Models_OBJ.rar.html
Hello guys, i am looking for some feedback on my blockout here. The story behind this scene is about a secret group developing chemical weapons in a remote area. The Shipping Containers are their labs, not planning on doing the interior tho.
Besides here's a wip of a skaven priest stylized character I'm working on. The sculpt part is almost done. Right now I'm working on the staff which contains several props to make.
You linked me to the default Drive directory - I'll need a link to the specific video you're hosting. :) DDO will only name PSDs based on the name of the meshes contained in the exported model.
Something to keep in mind is that in the download, there's a starter pack of example content that contains a bunch of materials for you to get started with so figuring out the material system should be easier than it was in the beta. :)