Thanks for the feedback :) I added in some model changes; and I also changed the size of the turntable. I liked the idea of a snow setting, I was already doubting and someone else suggested it as well, so I added it into the paintover. These two images are very quick paintovers for the concept (still with the old turntable…
That's one of the main reasons tiling textures are used. To augment the limitations of high/low baked assets. Large environment pieces can't be baked outright as there isn't enough texel res in the 0-1(unless broken into modular kits) This is why there have been many innovative techniques developed: FWVN Vertex paint…
Thanks Cryid your always helping me out! By floating geometry I literally mean objects not connected I.e being separate to the mesh... Say for example a backpack strap on a Tshirt... My characters trousers have this sort of problem due to them overlaying his boots and thus the boots aren't connected to the main…
@monster: My bad, I misunderstood the OP's question. For whatever reason I assumed he was talking about mismatched face orientations. And I didn't realize until just now that all a surface/face normal really is is just an averaged representation of that face's vertex normals, as opposed to being its own independent thing.…
Tigerfeet has a point, not to be harsh, but I like everything but the lava. Right away it looked off, seems a bit smudgy or soft. Might want to find a good national geographic or something on volcanoes. Also, this. [ame=" https://www.youtube.com/watch?v=rdWrWfL5E4c"][UDK] Flowing Lava Vertex Blending Material -…
Hey artstream, these are looking really nice so far! I especially like the texturing on the shield, the colours are vivid and really fitting with the style. The only thing I can suggest about that it that maybe it needs roughing up a little bit? On your sword you can see all the damage on the blade but at the minute the…
also if you are trying to not do normal mapping or any real kind of lighting for the piece as suggested by the lack of lights in the scene. You could add in some shadows with vertex coloring, it would add more form to the whole thing. That way you can fake the lighting while still using tiling textures, assuming you won't…
I'm making some shader adjustments. Don't worry about the artifact around the eyes of the high poly model, the artifact does not appear in the map on the model. I decide to op for translucency over masked, due to the constant dithering around the brow and lashes. Although the model is at around 140,000 poly or 130,000…
Make a long thin poly strip with lots of divisions along the length, rotate it a little then slap a Twist deformer / modifier on it. Instant wrap. If you're using Max you can put a Shell modifier on it to give it some depth, and if you're making it for highpoly you can then take it into zbrush and give it a nice texture…
thanks for the crits, I can see where you are coming from with the tiling issues, I will try and sort them out. I do think the roof would be better with square tiles that went with the flow of the model. i'll try the latice as well to see if I can get it a bit closer to the concept, looking at it now it seems a bit too…