Your UV work needs improvement. Not sure why you didn't maximize the space given to you, but you should be cramming every pixel into your UV you possibly can. Resize some things and make them bigger! You could also overlay stuff that is repetitive - The hair texture, the belt, the shirt, the two sides of the face...all…
@ c0ldhands thx @ killingpeople You can see all that in these few pixels? ;) But you are really right, i added the eyes later in the process and didnt spend much time on it. Seems you have very good eyes...very good working eyes! ;) Here is a better pic: @ wizo Its a quite simple cubemap that is also used on some of the…
I realize there's more basic detail in the mini skulls but ti seems odd to me that there is so much more there than the rest of the doorway. If you're taking it into mudbox I would uv map this, save it out and then in a separate file increase the tessellation in the sides to match the density of the skulls. Use the higher…
you have so many pieces from automapping it i would say would be good to just do it on a per surface basis. Just grab whatever faces you want on one UV shell and planar map them with whatever plane best fits the orientation, or in the case of the round parts use cylindrical mapping. If you end up needing to seperate on…
The interface is a tricky thing to nail - you either go for minimal, where as a beginner you have to learn loads of key combos and menus, or you do the default blender interface where you have a space shuttle sim with a 100x100 pixel art window (and this scares people) to be honest, either approach is great, because it…
yeh there is a TINY ammount of damage. problem is at 128 you dont have alot of pixels to play with. i have to texture on the damage over the corners (you see the beveled corners?). in other news.. changed icon.. what do you think? also i gotta run out. but when i get back ill post the flats :D sorry totally forgot :P also…
Hey nice work on the cellar there. It looks like you have unique textures for most things, so you could add a little more to the wall on the right, namely evidence of construction where the ceiling support beams meet the render. Besides that, nice textures for the given geometry! I'd also revisit the bookcase, the pixel…
Dan: the reason it works is that the low poly UV layout is what is used to generate the normal map. The normal map is formed via projection through the geometry of the low poly onto the high poly and returning the surface normal at the location of each pixel in the map size you choose. You can map whatever you want into a…
Reflection angle is always relative to the viewing angle. In the case of baking a texture, the "viewing" angle is both isometric and dead-on to each polygon, which means each polygon's baked reflection will get something close to a single pixel of the reflection map (with some averaging from the vertex normals). In other…
looking pretty solid there :) cute character too :) I very much doubt you'd see the spikes and bolts all that well though, at best they'll be a scintilating mess as smaller objects are fighting to be displayed within a couple of pixels- best bet is to take a screenshot without AA at DS resolution :) If you want to keep…