The assets per se aren't bad at all... What's bothering me is that I don't really know what I'm looking at. This is due in part to your screenshot which are basically showcasing either single assets or the whole place (and from some weird angles). Then there's not really any precise focus in the environment, I sort of…
There could be a number of things going on here. If you're having problems with missing information in some uv islands, the HP and LP may not be in the same location. You can use the 3D Viewer in xnormal's tool tab to make sure the HP and LP are in fact occupying the same physical location on 3D space. If you're having…
@Syartax Very nice! Regarding you being worried about having 'too much' on one side, this CAN be a good and bad thing. 1. Having an asymmetrical environment can provide a more appealing sense of exploration for the viewers etc. 2. You could devote the left side to being the busiest side (moving arm, terminal) and the right…
The AI is absolutely horrible. I'm finding that 95% of people have the same oppinion on this game. You really need somebody to tell you to keep going. Because it gets better. It really does. But everybody thinks the first 3 hours (thats a long time) is boring. And the uncanny valley is horrible. not the one where a face…
Those ends are known as poles--where more or less than 4 edges meet at a single vertex. These are problematic because they cannot be smoothed using the normal algorithm. Fortunately, ZBrush has a nice hidden smoothing feature that can help somewhat: While holding shift you shall smooth normally, but if you let go of shift…
Overlapping a symmetry uv is good to get a more higher texture density on other unique bits, but don't over do it cus you might get an artifact of what we call 'butterfly effect'. It's when you can see the pattern on you texture mirror right at the center of your mesh. For hands/ legs for example it's hard to tell since…
@ ambershee That sounds familiar, I have had situation just like that. I pushed through but tried to ignore the result. @ TeeJay "The problem I have found is this; if someone hands me a brief and says 'Here's the guidelines, do it by Friday'... then I have no problem producing great work. But when you're unemployed, or…
I think you are not understanding how a texture is applied on relation to the UV of the model. On this gif I'm using a tileable brick texture with two examples: One where the model has some UV shells/islands/pieces with equal texel distribution (the UV's are scaled acording to the size of its polygons in the 3d space so…
Stones, cylinders, rocketships... anything you want. There's still no solid reason to try and reenter 3d edit mode after manually positioning a tool on the 2d document. The document is made out of pixels/pixols and is different than polygon models which just float around in their own special plane of existence on top.…
Those leaf and branch planes have a lot of transparent pixels. For a portfolio piece that's probably not a big deal. In a real game scenario the frame rate could drop way below 30. If you add complex shaders for characters and level assets, particles for explosions and guns, then any additional delays on CPU (physics, AI,…