I would keep on working with the lighting some parts are still a little bit too dark to get a good read. Remember that whoever is reviewing your portfolio could only be looking at it for a few seconds before moving on. So you want that initial read to be as instant and clear as possible. But this is definitely getting…
hey reefer, i think you have done an initial fail...you should align and transform you reference picture before modeling ... in fact of that you have modeled not bad so far... i think if you adjust the ref picture you can clean up your model...
But they do extend beyond 0-1, don't they? It looks like he has the face in the 1-2 range. That would definitely cause an issue in zbrush at least, and have xnormal ignore them. (Edit: Nvm, just read the next sentence again. I thought it was initially just about packing).
Found a better result. :D It involved me using the "Sculpt Geometry Tool" in maya, to bring the low poly mesh out more. I'm using Nex for my low topologizing, and I guess the initial results aren't bake ready. Atleast for highly detailed areas like the face on the column.
I can see this easily being thrown into games in many different ways. maybe a texture has it in a corner, or maybe so vague as to have some geometry form a rough shape of it. I'm not sure what your initial idea was but it certainly is giving us the opportunity to be creative with how we implement it.
A small update! Did some more skin variations and a quick B&W test render. I also did a few more thumbnails, but I've decided to go with my initial sketch. If time permits I may take a crack at one of these as well, we'll see! Now on to the final piece!
Do you mean render in layers? Are you absolutely sure it is your treads? Have you troubleshooted this item specifically? Are you sure it isn't a specific shader you are using? Maybe you're BSP setting needs some adjustment. Run a render diagnostics to see what initial errors it returns.
I'd consider losing the 'sections' and just display larger images on the main page, leaving the single props toward the end of the images. Your strongest work is the dungeon and market which are both pretty good, yet they take up just as much initial space as the smaller props on your home page.
What's wrong with that? I do it all the time. Saw it on other websites as well. It's quite hard to believe the news - but since Cramack doesn't give a clear answer on this, I hope (how terrible of me) this IWnet initiative will turn out to be a fiasco. Otherwise I feel that more developers might follow.
No, it's not that simple either. You still have to mess with the materials, and adjust the patterns, and tweak and tweak. There is no "make art" button. The import obj and trace UV's as pattern just simplifies the initial hard part of the workflow. Saves a few hours work in some cases. If you are trying to make complicated…