1. Depends on the game. I'm working on a mobile game, and we're not using normal maps at all, so we are not making any highpoly models. But usually the shape details from the highpoly model are baked into textures for the lowpoly model (http://wiki.polycount.com/wiki/Texture_Baking), which are then combined to create more…
A question to help this move further along: What is being built here, and who's building it? Technically, a few things: - Your render looks like it's missing AO or shadows or something - the part where the shovel intersects with the dirt is very strange and flat. - The photo texture (I'm assuming) for the dirt needs more…
~ Agreed; although I never said it was sensible to pass on unfinished things. I just didn't feel it necessary to break down the advantage of having a fairly decided on mesh, that changes incremently so the rigging/animation can have skin weights loaded (by world space if necessary) without having to destroy too much…
You have an interesting creature so far, while its cool to use other people's art as inspiration or a bar you want to hit, what are your real life references? It's difficult to give critique on the design because we don't know what it is based off of. One thing that stands out to me is the paint job feels rushed in certain…
really like it so far! I am also interested in fusion, I think its pretty much underrated also for game art from what I`ve seen so far. Currently I am also learning it, but I am more or less a nooby :p Do you have some tips for me? How do you get your lowpolys? Did you fillet every edge in fusion for a good normal map…
Quads are somewhat important (though using triangles is by no means a sin) when working with smoothed/highpoly meshed because subdividing a triangle won't make it in to triangles and thus will mess up your edgeflow. This can cause artifacts in places where there's a lot of deformation. The same goes for pentagons, hexagons…
The shots that have wireframes are lowpoly updates, the rest are highpoly updates. I tend to work on both at the same time. Workflow stuff so far, The frame has a lot of complex (more than 1-dimensional) curves, so it starts as a very low poly blockout to get the primary forms right, and then that gets subdivided so…
If you want to make it realistic, create a hemisphere and scatter it with a point cloud and a weightmap on top of your mesh. So you can paint where you want the raindrops to be. And simply assign a nearly black material with high spec and refractions enabled. When you´re only going for some special textures because its…
I agree with what Denny and Texelion had to say- it may look fine when you're further along, but it's not a bad idea to try out some kind of way to break up the materials. Maybe do some kind of hexagon texture? XD seems like a lot of sci-fi things do that. But yeah, I'm sure once you start messing with spec/ possibly…
it would be easier to find a solution if you can post more images of your mudbox sculpt, your model/wireframe inside Max and screenshot of your displacement map. you dont really need a "displace" modifier. displace is for displacing mesh before render. you dont even need turbo smooth unless your model is too lowpoly.…