Personally, I would recommend going for Ryu from street fighter 2 - if you do the SF4 Ryu, you have to compete with it, and it is a new game which had a LOT of work put into it, by multiple people - you are just one. This is what I remember from the posters and imaged I have seen: Of course, there are many different…
The lens elements and those alone should have an alpha map on a smaller texture. 512x512 is probably a little large but I don't know how big the rest of your textures are, even if the character's head is filling the frame at 1080p, the lenses of the glasses probably won't take up 512x512 pixels. The reason why you want a…
This was sweet. -I would suggest talking about keeping an even pixel density through out their scene. -To the animators, everything felt very stiff. Go over squash and stretch, and how you have to over exaggerate things for them to actually show up. -And last you should go over presentation. Its a shame to see all the hard…
If your baking your normals in max, you don't need to flip the y channel. UDK shares a similar tangent base to max (might actually be synched, but I don't remember) Your bakes have issues in them...you shouldn't be getting those sweeping gradients across flat surfaces like that. Make sure that you area breaking your UVS in…
The Crystal Hall Hi everyone this is my final submission. I used Photoshop 3ds Max to create all the assets for the Skyrim-Game Engine This is my first every environment I created and I enjoyed this challenge even do I do not have hardware which would support any of the new game engine generation. And here are my Game…
If you came to work for me I'd want you to know how to break surfaces down into constituent layers and package those into modular graphs that can be reused across a wide variety of textures at a wide variety of scales. Every material breakdown I see posted with a million nodes feeding backwards and forwards across the…
UPDATE!!! Thank you so much ehren! I hope i can improve him and make anice bust sometime soon Highres sculpt for this bitch FInal gameres Construction Info: Polycount: 3100 Tris Textures: 1024^2 D,N,S Retopo: Topogun (luvvvv this software, havent tried 3d coat yet!) Textures: PS + Zbrush Polypaint Viewport screenshot using…
One thing to keep in mind is exaggerating the roundness of edges in the highpoly so that detail is captured easier by the normal map, and so that edges still appear somewhat smooth at greater distances when there object is smaller on the screen. The age old example of this is here. How much you should exaggerate is pretty…
Thanks Brad :) I will keep that in mind when I begin to texture my redo of the penguin. I have always wanted to try and go for that pixelated look but I have not been met with much success...perhaps I will give it a go again. Anyway, here is my redo so far for the adult: It's pretty tricky to find consistent reference…
Listen to EQ he is SOOOOO RIGHT, this piece of advice let me COMPLETELY fix all errors on my glock18 and he has caused me to get into subd modeling in maya which is great fun and it feels very cool to be able to accomplish, in practice though what i've found easiest (for me) is to unwrap like usual and then once finishing…