Jep. Remember the time when you did hand paint shadows? Into your diffuse textures? With your hands? Shadows!? Now shadows are done by the software!!! What should we artist do now?? Just painting pure colors??? :´( Things will always change but there will always be room for artist's decisions. However: be nice to your…
When u do the texturing in zbrush do you mean use polypaint in zbrush?, so should i paint on the high res mesh and project on the diffuse of low res , or do i paint on low res? (i assume i need to use unsmooth on the lowres since its unbeveled on the geo.) if i paint on low res , is there any good way i can get a guide of…
Switching project engine in the last week? Christ. http://unity3d.com/support/documentation/Manual/Particle%20Systems.html http://unity3d.com/support/documentation/Manual/Particle%20System%20Grouping.html You can also download Strumpys material editor if you want a node-based editor to make your materials with. Not sure…
I tried Marine's and nfr..nfrr...that guy's suggestions. They both show a lighting seam, even with only a neutral material (no normal map) applied. To be explicit, the silo on the left has the uv seams rotated 90 degrees, so that the seams are vertical, not horizontal. The silo on the right has the lightmap uv's at the…
I will work on those proportions and texture. I actually like how he looks now but it is far from the concept. If I fail at bringing him closer to the original I will keep him as he is. I didn't bake anything because it's hand painted stuff. Only diffuse 100% photoshop painting. Thanks for replies. The reply-o-meter wasn't…
Looking good. Only thing for me is 'weathering'..is that what it's called? It's just that some of the concrete (the walls on the ground floor and the 2 pillars that go up the front of the whole building) seem too clean. I'm thinking add stain from rain, sun damage/cracks...stuff like that. And you could tweak the diffuse…
I once worked on a game in Unity with this exact art style. When modelling I would turn off all smoothing groups and keep the triangle count right down to get those nice hard edges in game. For textures you just need one really basic texture which tiles in both axes. You can then multiply the diffuse by different colours…
Looks pretty darn good! The face looks nice but it also looks very carefully done. I miss the facial planes that give it the character that you can see in the ref images you posted above. Looks like there is a lot of ambient diffuse in the material making everything soft atm. I think you could be a bit more brutal with the…
Finally, an update! I've been so busy all week it was hard to find a lot of time. O_o Here we go. I've gotten the model to 5,000 Tris (4,998 to be exact) and am currently working on the diffuse and cavity maps. I'd love some critique if anyone has any. I need to find a much better-looking way of rendering him, but here's…
I more or less finished modeling, unwrapped and started with rigging. Here is the model so far. I rendered an AO pass as diffuse and will paint the final texture once I'm happy with the rig. I decided to make the legs longer as Rojo suggested. The cone head worked as soon as I tried to make it thinner from the back insted…