Yeah, I saw this on the news yesterday or before it was. :/ I feel for the guy in some respect. Only due to the idea that his "ex-wife" screwed him and took a good sum and left him with bad ends of what was in his eyes a happy marriage. But shame for such measures taken to deal with self-anger. :(
I think @Maximum-Dev summed it up well. In a nutshell i react on the fact that the map you supply is not game friendly, and considering this is largely tailored towards games it doesn't make much sense. But it's not a big deal in the end, i just wanted to point it out.
yeh the metal headpeice could have slightly different metals/mats used, or even sum rubber just to break the monotone scheme, then agen it wud detract from the face soo yeh! great lookin face agen, keep up the low poly goodness!
That basically sums it up. Btw, do you have an example of a "course", outside of school? Because if you aren't taking art courses in highschool, then you must be taking them in college/uni/AI. Other then that, all I can think of is some form of tutoring..
Mr Smo Thank you! I'll try to add some red colors to my scene, probably flowers or something of that kind. And maybe one more vertex color channel for wet spots. Thanks for the idea :) JellyBee Thank you for the comment! I'll fix the fish :)
With a few exceptions of painters like Bosch and Bruegel you can safely just skip to the 19th century and not miss much. Pre 19th century can be summed up as portrait of some dude, portrait of some chick, landscape, greek god, and Jesus x 5000.
"IS PC GAMING GETTING MORE AND MORE BORING?" I think that pretty much sums up the whole article. edit: and you're undemployed with a family to support? Wtf are you doing writing brainless opeds about gaming? Shouldn't you be out getting a fcking job?
Cool. 5 - Silhouette could be stronger. Especially for the arms. Offset them so we see both. f21 - The overlap of the legs as he swings back is too much in my opinion. f77 - Maybe look at some ref but I feel like the legs would tucked in a little. Because I feel like coming from f75, there needs to be some continuation of…
I'm curious how long does it take for other artists to uniquely (no overlaps or mirroring) unwrap and pack the UVs of complex hard surface objects, say for example : . That is a personal example, and took about 6-7 hours for just unwrapping each object. As you can see it is not even packed efficiently or at a even texel…
@neox - Based on your request, I'm in the process adding a layer separated clown map that will support anti-aliasing per channel (this will likely add to 1 when summed). This will mean it will keep each map in memory during baking. Out of curiosity, how many materials do your objects typically have?