Another update! Enemy #2: A Terror Turnip. Managed to get it down to 134 triangles, which I think is pretty good for something round :) So far I'm enjoying low poly and low detail hand painting, goes quick, which is great for One Game A Month projects :D
The problem with the solution above is that if you want to edit the model later on its going to be really difficult. We are having a discussion about this in the modeling shapes thread. Basically read what Perna has posted on the last 4-5 pages. http://www.polycount.com/forum/showthread.php?t=56014&page=133
Recently stumbled upon this thread, so late to the party too... [vv]136661204[/vv] Thanks to Giles Ruscoe for the model: http://www.polycount.com/forum/showpost.php?p=2160099&postcount=128 Also thanks to Sand for his take on the rigging: http://www.polycount.com/forum/showpost.php?p=2212562&postcount=138
Thanks for the PM, I'm gonna be having a friend over as well. Also Waz, I dunno the exact location of where you're at but the 25 bus goes though Canada Way where you can change to the 130 bus that ends at Metro town as well but the best way is just take the skytrain.
holy crap! save your images as jpg's, the first image is 1.7 MB! The slowness of imageshack combined with the insane file size resulted in me having to wait a minute before the first image was loaded. Just save as jpg with a 80% - 90% compression. There is absolutly no need to save those sketches as png's
August has passed so fast and I still have so much to do. ( I'm finally done with retopology and baking normals/ao. Here's the result, about 13k tris and 2048 maps. I'm going to post some comments later. Is it ok posting after month has passed?
I got one of these: http://www.newegg.com/Product/Product.aspx?Item=N82E16817153133&cm_re=usb_sata_hard_drive_adapter-_-17-153-133-_-Product It makes any SATA drive into an external drive. I've rescued lots of data with this. It's been working great for about 2 years now. (I have the USB 2 version.)
I've been looking for a tutorial or information on how to bake a curvature map for high poly assets and can't find anything. All that I read is that you either need a NM to work the AO, curvature, etc.. from. Also, would you consider 13k high poly? It's a wall/prop piece.
The lighting is painted by hand to get color variation, but you could use baked AO as a base. The math is just PixelColor*(VertexColor*2) so 0 is black, 127 is unlit, and 255 is blown out brightness. The idea is to use it for handheld spec stuff and allow vertex colors to be used as vivid lighting.
Hey guys i am back! Been working on the lowpoly and I got it to a place where i want it. I am currently at 13k Triangles. I feel like it is a low enough place where I can start UVing and baking. Here is the High Poly Here is the Low Poly