Totally depends on context. Fully textured, placed in the level, and lit, most of the time the player will never notice a seam. Is this a screenshot from the art tool, or from the target game engine? Only the latter matters.
Hey thanx man! Heheeh this was just a test video :) the eyes are locked on a target :) i dont have the original files no more so this is what it is :) again. the original model is 13 years old
Consoles will be difficult to target, because they're not anything close to a monopoly as most of the same games come out on PC. But it's a very reasonable assessment that Apple and Google hold a monopoly over smart devices.
That serial number is a special sequence of digits used to identify targets of corporate assassination. Keep that in mind when the Adobe ninjas come bursting through your computer monitors. First comes the purge.
antweiler said, you have to make the pivot visible first, then while holding D and V on your keyboard, drag the pivot to the target pivot, use the wireframe mode to see where the pivots are.
You could always go the Shadow of the Colossus root http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=making_of_sotc.pdf as what you're pretty much doing is a derivative of a hair technique
We don't have a ground to start looking from, so we don't know what's right or wrong! What style were you targeting for? There has to be some kind of inspiration too!
Right, make sure you have some new and improved work to show them, or spend two weeks working on a really killer portfolio piece targeted specifically to the style of games they create.
1) Depends on your art direction. What is your art direction/render target? 2) Not necessarily detail. There's ways for flat skin to read as skin with shader elements like Subsurface Scattering.
Hi. Very old topic, but I had the same problem. In my case adding target light, solved the problem. Before, I had only skylight and normal maps didn't work.