"...3 1024 maps... sitting at ~700 tris" As in a 1024x diffuse, normal, and spec? Either the building should be higher poly if you get close to it, or lower poly if this is as close as you get to it. I'm very confused by what you have there.
I think that highly depends. To be honest no one would be paying that much attention to front wheels as they would to the body if the tractor, which has an appropriate amount of geo. If it was necessary to cut that down it's fine especially after he gets a diffuse on it.
I have made a base model for the not-so-fancy simulator graphics engine at my job. It only has a diffuse map since the Cal3D plugin we're using only supports this. Next thing to do is to animate this little fellow:
Made some tools from the Roman era. The more and more i do these little props the more i enjoy it. Dare i say it, i think, i might prefer it to characters :poly101: 960 tris, 512* Diffuse/Normal/Spec:
commador: solid highpoly and design for a wall ! However the specular & paint need some work. The blue paint is way too saturated. The specular need updating, atm is just a copy of your diffuse with different color. paint = very dark /black specular. (don't even bother to color those) metal = darker diffuse, brighter…
Looks really nice harry. Clean bakes - but i have to say, that little seam will disappear when you'll have a diffuse. Some cheating is ok! :P I have a beretta lying about to myself, maybe try to finishing that one up :P
some very rough stuff going on, but I'm figuring out a completely new workflow for myself. Concept in Sculptris -> 3DS to clean up, do low poly + UV -> Sculptris + final sculpting + base diffuse -> 3DS Bake normals/AO -> Finish textures -> Unity
Yeah, man, get them into multiple layers and use different blending modes. Should be pretty intuitive for a couple of passes (AO pass goes above diffuse pass in multiply, for example) but there's also some trial and error, experimentation can get you awesome results.
Saw Glynn's thread about baking brick meshes to a plane to create a tillable texture, kinda worked, but can't figure why render to texture only works properly from a plane with scanline, and fails utterly with Mental Ray (for baking AO) Diffuse, Spec and Normal.
boyluya I really dig the highpoly job you've done in translating this to 3d, and am a big fan of sci-fi revolvers. You should remember metal is defined mostly by specularity+reflection rather than diffuse, even a dark worn metal will have a lot of specular. It's very important for weapons, as in game the normalmapped edges…