Those plants look very nice :) You might want to do a bit of optimising by clipping your mesh to closer follow the silhouette of your texture though. Having empty transparent space on your mesh increases the possibility of Overdraw (the time wasted by the graphics card drawing transparent pixels to a screen as well as the…
Thanks to both of you. I'm thinking I might just have to remodel those holes again since adding a loop around would be shoddy. I don't want the tight edge running up vertical from its center like that so a total remodel might be in order. @Stephanie- thanks for all those tips. I don't know how I'm going to make a really LP…
I moved forward the chest to increase a bit the drama on the pose ( thx Joe :) ) but I don't wanna go further than this since the dwarf is at the moment when the blow starts, and the chest should be more vertical than on a charge - rush - onslaught is. In addition, the flexibility and mobility of a dwarf is very restricted…
The model in that Youtube is not for a game. He turns on smoothing (subdivision surfacing) at the end there. This technique is really only used for texture baking. But mostly in games, we try to combine objects together into single models wherever possible. As long as the vertices all share the same material, we can attach…
Can you link the patterns or a tutorial on making the final result? If I were you I would load both your model into a scene and Grasettis anatomy start model and compare. If your character is good proportionally vertically then your widths and thickness are off. Or get his ecorche and compare that but understand without…
Regarding the vertex colour topic, I hope I understood correctly what you are trying to do. :) To achieve such hard transition between the colours, as shown in your example, you would need a lot of geometry because the colours blend between the vertices. I would rather create a black and white mask with vertex colours and…
Cool work. Some of the proportions look off though to me. Just eyeballing it heres what I think in terms of proportion. -For having such bulky equipment his hips look very small. -His legs look too long and thin (overall his whole body looks stretched vertically) -His head looks too small (look at the size of his hand to…
Hey! It's looking good so far! I know it's you're still working on a lot of stuff, but you've got some wonky UV's in a couple of places. (The red building in one of your shots has very inconsistent texture densities) and also on the first shot in the doorway your stone texture is going vertical instead of horizontal :P.…
Can't say I've ever had that, but I don't bake in modo. When you mirror are you enabling merge vertices? If not, try that. If welding/mesh cleanup ruins the UV's for the mirrored piece, then you need to use the Vertex > Merge option (not the Merge Tool) with an fixed range. Could you do this without mirroring the highpoly?…
The difference between your lowest polygon and highest polygon LODs isn't that significant. As a comparison, in IL-2 the highest level was ~3000, while the lowest (seen at 500m) was less than 100. Take a look at this page, http://www.smsp.org/il2/3d_modeling_bible/ext_lodsystem.html, for a full explanation of how they…