Cap Hotkill, are you talking about third botton image? It is "Flat Diffuse"... :) Your character looks great, but there are a few things that I would change: -Increase the polycount on his belt, this part looks like has lower polycount than the rest of the character -you could include the total polycount and textures sizes…
Wanted to post up my diffuse and see what you guys thought of the UV layout. I heard it wasn't always best to square everything off so I did some edges and tried to fit everything in. Does it look like a lot of wasted space? I just found out you can transfer UVs without having to redo all the textures so I may go back and…
Yeah EQ, the sculpt gets your main terrain shapes (don't go too detailed here, BTW). That way you can have a level layout already made, with buildings, paths etc and conform the terrain to match it. It's worth saving out a heightmap "mask" of the terrain you don't want to change so that WM doesn't erode away the parts you…
Thanks guys, DWalker - thank you for the advice on the car scene. If I had the time I'd love to update this, but in all fairness once I've finished uni and started on my next environment I'll be removing it from the site in place of something much prettier :) TWilson - Glad you like the layout and such. I've updated all…
Progress! Only a small update today (neeeeeeed moar time!!!!) Started with the ceiling and played around with my major-layout. Not 100% sure about anything, still testing around :) Also added a vector terrain and throwed some textures on it (take that bitch xD), terrain painting/sculpting is always so much fun....really…
Thanks a lot for your feedback, yes! I can add more salt on this work:), For that cut off shot actually i want to layout my camera that way! there is no reason for this crop. blurriness i guess because of my low render settings in i-ray i agree with you this kind of effects alter final result... finally the bumpiness on…
I think it comes down to whatever method looks good and gets the job done. At least here, people have different texturing methods. At the end of the day, they have to hit a certain quality within a deadline. How they achieve that is up to them. I'll add that in all of my interviews, my texturing process was never…
Are you a level, environment or character artist... or everything? ;) Can't critic too much on the work atm. One thing make it start right on your work page, no need for the text/blog that is there right now. Try a different page layout, having a bunch of images on a vertically does not do you any favors. Having one image…
1m to 1UV tile has meaning in relation to a frame of refetence. Texel density comes from how many pixels are in the texture you put in that space. In the case of conventional UV layouts the frame of reference is the scale of the object. If you scale the object, texel density in relation to other objects changes. If you…
Off-hand, I'd say that you need to focus on texturing - both applying UVs and creating the actual textures. None of your models appear to have a texture, just simple materials. Modelling is important, but in many ways it's the easiest third of the job; creating an efficient UV layout and quality textures are at least as…