@Anirbandey928 more specifically i am eluding to developers of a DCC or digital content creation software. before game art degrees, software considered industry standard would offer tests that would certify users know the ins and outs of the program's features and grant a badge you can add to your resume. with a dig, i did…
Its all about balance and iterations. Audio / video is another beast and depends on formats and encoding used if its Unity. Animation rigging also add up on performance. At InflightVR I had to split the production in two, art and programming to better optimize, that way programmers had their draw call budget and art on its…
I like the design you did. Don´t be afraid to either use bigger texture maps or split your character into more uv spaces, for example one for the lowerbody, one for the upperbody, one for the head and one for various gear and then another for weapons etc. The textures seem a little low res. I would add an occlusion film on…
I would guess the original issue was, you baked and viewed with different triangulation. What you did then shouldn't solved the issue but make it less visible maybe in the process you even ended up baking and viewing with the same triangulation Btw: I would triangulate it by connecting the corresponding horizontal points…
the fake GI is evident.. try to add some AO to counter that light bleed, but not too much, maybe 0.5 and high radius. i cant tell but i lean towards thinking that the shadows are rtx. if thats so did you fiddle with the penumbra factor (i forgot what its called) on the light actor? it looks a bit unrealistic imo. maybe…
I have most of the set working in game so far. The back piece (shoulder spikes) are still in a texture WiP state. I spent all night skinning them and making sure the texture seems were nonexistent. The mask textures are also WiP. I plan to add the red hot glow to the tips of them like i did the spikes on the arm. I'd love…
Thanks Tw1ch. I re-ordered the posts so that they're in descending order so the newer work is up top. Though now that I did that, I think from now on I'm just going to put the absolutely latest stuff up top and then bump whatever was previously there to the bottom otherwise it'll take me forever to re-organize the entire…
Hello. I've been pretty busy since I did my last post, but managed to make some progress over the weekend and I thought I would share it with you guys :) I textured the door and I've got the model of the rum factory pretty much done. I would like to add a few more bits to it such as a gate for the fence and make some…
Oh yeah, a friend of mine wanted to know why I decided to add the geometry that I did to the skirt, instead of consolidating it all into one mesh and relying on the normal map. Here is the thought process and experimentation that went into my decision: I had already taken the geometry down to under 5000 tris, so it seemed…
I kinda did overhaul on the legs. I wasn't really happy how the pelvis look. I tried make look like thicker fabric in the new one. I also add more mass to the back of the leg to match concept a bit more. I still working on trying the make wrinkles asymmetrical while not looking too weird. This is first time I've sculpted…