The science of baking is far too detailed to go into here, there’s lots of info on the wiki and all around. Suffice to say, the vertex normals (smoothing groups, hard/soft edges etc) of the low do have an effect on what the model looks like in the end, and how the baking is achieved to get it there. “Give everything 1…
Bwaaaaaaaa! This is amazing! Some nit-picky stuff: -Missing a few bits at the nose -The lower sections of the horn might be a bit soft -Too few nubs on the circular nose/mouth piece. It looks like there would be 16 all the way around? and youve only got 8? and they should have a little inset kinda seam. -Theres a few…
Hello Fabulous_Fab - The first walk cycle looks strange that his whole body just transition forward not a bit to the sides, place some weight on the character by translating his cog <---> according to each stride :) also his feet are doing the same thing. The hand that is holding the weapon looks like it don't have…
Thank you for your help sltrOlsson. I will get back to it. I was trying to do a render of this in Maya and working with displacement maps screwed my brain over. I uv'ed everything ready to go and it just kept getting a result that made them look like they had been attacked by killer bees (all bloated and puffy!). So I've…
It all looks absolutely fantastic, except for the hair; hair is super hard to get looking good. Have you looked much at how other people's texture maps for hair look? Right now yours looks pretty monotone; sort of a flat tone of grey, and it looks very very thin and soft, in a way I've never seen human hair look. Human…
right - i've had a look through the portal2 document and i think i see what you want to do - add the noise texture to the time node then plug into a sin. then use the output of that to control the uvs of the flow map. the flow map can only distort the uvs so far before they become stretched so they have to pop back to the…
Decals would be ok to use for grime and whatnot. Your scene looks to be in the early stages, so its hard to give too much critique....I think you could do more work with the terrain splat map. The sand/rocks tiles quite a bit should be broken up with another texture. Also might want to use a different texture on the…
Have you done any sketches and drawings for the soldier and the motorcycle? Also, what do you want to aim with the motorcycle and the soldier? are they going to be together or separate? If you want constructive crit, the motorcycle looks very light, in terms that it looks simple (and unbelievable that it can run), I would…
Yeah, its a pretty good method and most of the time it works out pretty well, sometimes I end up relaxing it after the quick peel, flipping between "relax by face" and "relax by edge". Also, you can use the 'straighten selection' to quickly square everything off It introduces some stretching but makes it easier to pack. It…
I tend to use splines a lot for hard surface modeling. Here are some slides from a demonstration I did recently . Sorry about the language, they are in bulgarian...basically, I project plane surfaces onto proxy models using some projection tool ,in my case this is polyboost. slide1: I start with splines, quickly convert…