Yep, using a single texture is better, for rendering speed. You can do some UV tricks to get a portion of the texture to tile, if you like. By adding more edges to the mesh where you want the texture to tile, and slicing up and superimposing the UVs. But generally it would be unique texture space for most of the bkg area.…
What im doing is this cartoon picture combined with reality. Realistic texture work combined with cartoon physicality. I think people are having problems because the texture work does not match the physicality, which in game art is considered unorthodox and unconventional. Im specifically deviating from this for the…
Looks cool! I dig the design of it. Few things: The gold color on the handle, the receiver, and the guard above the hammer all look like they are different hues. I think it breaks up the cohesion a bit....I would make those similar colors. The scratched metal on the main barrel is very strong and very scratched up. really…
Added a vertically tiling trim normal onto the pillars, its just a 45 degree bevel but it makes them look a lot nicer from a distance as it smooths the edge plus anti aliasing at a distance. May be a bit too extreme and I think this pillar would probably have a narrow rounded corner but good results so far, Also created 2…
Actually that looks good so far, though you could use to collapse some of the vertical loops, and most if not all the loops inside the boxy form. Being consistent will help you when texturing, the seam on the fluted part is rotated compared to the main body it's connected to. Generally we don't unwrap the highpoly, since…
Check out the bake deformation tool in Maya LT 2018 : http://help.autodesk.com/view/MAYALT/2018/ENU/?guid=GUID-8B68FF4A-E9BC-44E9-B0D9-53CFE0C008FC This will approximate deformers on a skin cluster that you can export to game via fbx. The trick is though that you need bones to match to drive the changes - so this may not…
I haven't posted here in awhile. So, since I last posted, I 'finished' the legs, though I'm considering maybe adding some extra details. I say 'finished' because there's a ton of joint detailing that needs done before I'll remotely consider the legs done. HOWEVER, i need to move on and complete the rest of this thing, so…
thanx for feedback i have a couple more questions if i may 1.I have doubled the polycount of the fins now do i weld the vertices of each part of finor just snap them together? 2.do i unwrap model before exporting? 3.do i delete all symmetrical parts of model,before unwrap and to export over to zbrush. 4.Do i leave the eyes…
I use Blender and just do #1. Sometimes it's useful to do something like Mongrelman, where I don't want bevels interfering with the unwrap, but that can be done by selecting the basic faces and doing the usual LSCM on them. Blender has two unwrapping methods, conformal and angle based. One's supposed to be better at the…
now that you have sword wounds you need to think up a better cover story than "i dropped my sword." (asherr) answer - fighting beaver ninjas, and you ran out of numchucks..... i've split my thumb nail vertically in half with a chisel - no scars, but it ffn hurt..... oh - and i dropped some bricks on my 2nd big toe -…