I understand what you say, Jeff. I'm treating them just as another prop that can be part of the dioramas I'm going to make, not because I'm going to be a weapon modeler. But maybe this isn't the correct approach to be an Environment Artist, what do you think should I have in my portfolio? Or what should I focus more? I'm…
amirabd2130 more update comming soon :D I am working on Hi-poly version of D.va . seem like I cant stand the way of manually break down High poly model into ID and group to do baking, so I decided to dedicate my whole Saturday to write this little script to break down objects of Hi-poly model that correspondence to the…
The Maya viewport isn't ideal for previewing normal maps. Don't worry about the "detail normal map." That isn't what the industry calls a detail normal map, and you should first focus on getting a good clean bake without overlays or editing the normal map. NormalMap-Online is outdated for anything but tiling or flat normal…
Progress has slowed a little bit due to some unforeseen circumstances, hopefully I should catch up to where I want to be at this point. Current update is getting some of those wrinkles and leather designs in there and see how they are feeling. Plus I modified all of the geometry of the pieces so it will be extremely simple…
I think you might need to read up a bit on going from high poly to low poly using a normal map. Basicly: Make highpoly -> Make lowpoly -> bake normals from high to low. Unless I am making a mistake, this seems like neither, it's sort of a midpoly . It is to highpoly for a low (with a lot of things that a normal map would…
Also regarding the can the proportions are way off. The taper at the top is too tight and pokes out too far, the curvature is too rounded, the label at the back creeps up too far, and the can itself seems too long or too slim. And like tonysladky said the top is too shallow. Cylinders are a bitch to work with lowpoly…
@apllana Thanks! I will keep that in mind :) @aclund3 I tried these things out, but didn't quite like it. Having swords on the back like that already doesn't make sense, as in real-life it's not possible to unsheath them, so I don't want to push it with making it even bigger :) Retopo is done, just gotta do the UV's right…
1. Nothing stopping you from doing a diffuse pass as well. I(and many others) tend to assign RGB values to different sections of the highpoly model, then bake a diffuse map. This lets you easily create masks for the various material types your model may have. Keeping it RGB, or RGBCYMW makes it easy to separate with either…
I personally think that 3d-coat has much nicer painting toolset than mudbox. In fact i believe its best i have ever seen. Strongest features are: The concept of "material" which is texture set for diffuse, bump and spec. And ability to paint all channels simultaneously. Camera projection and box projection for stencil and…
Asylum piece: I'm not exactly sure what I'm looking at. Nor do I know how are they supposed to look like or feel like. Or breakdown of texture or polycount. Detective office: Similar to Asylum piece. I'm not sure how optimized are those assets. Thompson: Poor texture. Weird normal issue with lowpoly. And I don't get to see…