Great model, and even better texture. The one thing I would say is that your allocation of UV space to certain parts of the model seems counter-intuitive. You have, for example, given a very small amount of UV space to the actual screen (arguably the focal point), whilst giving a much larger amount to the 'insert coin…
Iron do you have any spec or normals on that dumpster? It looks like a mid-range poly dumpster without anything but a colour pass. How many tri's is that dumpster anyway? You cut back a serious amount of triangles on this piece quite a bit, and add in some spec & bump to really sell it. Right now its really flat looking,…
i might be talking out of turn here, but the way i always understood it was that one larger texture was smaller than 4 separate textures equaling the same amount of space. god, that's convoluted.... ex. 1 1024^2 map is more efficient than 4 512^2 maps, even tho the amount of texture space is technically the same.. as far…
normally: 9:30am - 6:30am an hour lunch and maybe a 30min hacky sack break at 4 and maybe a few hours on the weekend cuz I can't stay away from the office. last few weeks I've been working until I have a certain amount of work done = if I can get x amount done a day I'll be done by tuesday kinda stuff. oh yeah, I've taken…
I actually wish they'd go for the super old battletech designs. They fly in the face of everything I love as a mecha nut, but they're so downright ugly and poorly designed that it becomes a futuristic design sense all it's own. Bling that out with copious amounts of chrome like all of those old pop-sci imaginings of the…
Hmm, I don't buy that argument. You're kinda defeating the object of using normal-maps in the first place. With the current amount of polys you have in the body, you could just define muscle shapes with pure geometry and just use a diffuse texture and achieve the same amount of detail as your normal map currently seems to…
been using dreamhost for the last three years or so. they're pretty nice and decently fast. they give you a solid amount of space/bandwidth, and are frequently double/upping that amount for free to remain competitive. There's a slew of other features they have for the basic plan, which is 8 or 9 bucks a month. Their uptime…
Even though the wireframe is blobby and curved you should still be able to bake a tiling map since the "blobby and curved" wireframe should be offset the same amount. Just make sure your low poly plane is the same size as the original green area and it should bake fine. There is a better way to setup a tiling plane in…
You cannot zip DDO projects in the Suite, unfortunately. What you can do is press CTRL+SHIFT+ESC and check the amount of RAM being used by Photoshop. If it's higher than 80 to 90%, go ahead and click on the dropdown menu in DDO (top right of the main DDO window) and select Save & Reboot Photoshop. This will clean up the…
Well, of course your shader needs to read the vertex colors. You'll need a shader that mixes in a particular amount of a particular texture depending on the interpolated vertex color, of course. In the most common case (shaders that interpolate between four textures depending on the amount of each channel) you'll want to…