I think the sculpt is missing a lot of the qualities that the original concept had for example the sharp corners and angular design. Right now, the sculpt looks kind of generic while the concept had a nice stylization to it that really spoke to me.
Hmm, you have a little texture stretching on the near arm. Might want to think about the texture work in general, the face for example has no definition to it, it seems like a tiling map across it. Keep working at it, you'll get there :)
You can do things within a shader that adjust adjust contrast and brightness. For example using a multiply node to darken a texture. But they're not as user friendly as anything photoshop does and it's not as efficient as having textures that look correct to start with.
In this example it will work - but when you have coplex mesh with 1 smooth group - there will be gradient on normalmap, but when you add support edges and delet it after bake - there isnt gradient => shading problems on mesh without support edges.
Ah, well, while we are at it. http://www.polycount.com/forum/showthread.php?t=94379&highlight=mass+effect+mini Check the 128x128 screenshot for example, it really shows that good art doesn't have anything to do with texture size.
This is AWESOME!!! :O So many gamers would love to see this fortress/map in Lord of The Rings strategy games(for example The Battle for Middle-Earth 2 or Rise of The Witch-King). So do I Congratulation absolutely perfect!
when presenting your 3D work, and you want to show what you've created, it's best to have it displayed with a background thats nearly 50% gray. for example, your dark knight artwork, its very hard to see it
The result would not really be bad topology, unless the hidden triangulation was done poorly. For example if the circled vertices were connected to each other by super thin triangles. So it's best to check the resulting topo before you export.
Hi, is there any possibility to avoid backface culling? For example the capes in the original model files that you can download from valve are in fact one sided polygons but they are visible from both sides in the game. How is that possible? polydon
I think you could really push this, I like chunky style of it. It needs more contrast and highlights working into it for the materials. The video above is a good example of this. If you're happy with it and busy leave it as it is but I think it has potential!