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…
Thanks for the info. I guess if an art director is wanting to avoid unnecessary collapse of LOD meshes, hand-reduction is still the only recourse. I just chafe at the idea of having to burn 4 normal maps to avoid softening of edges on increasingly reduced meshes. But looking back at my AGR art test, only the very lowest…
Wow, that's intense. I knew a lot went into it but that is pretty dang impressive nonetheless. I don't think I'll need to achieve a purely anime look but using it to sell a 'cartoon' look could be very useful... And most of that seems to be some magic with the normals as well as vertex color and texture manipulations.…
Looks like a good start. Currently the textures are too repetitive, I would suggest looking at a vertex painting tutorial so that you can break things up a bit more, such as this video - http://eat3d.com/free/vertex_painting Besides that just keep chugging away. I'd start thinking about details to put on the street - a…
I think it's supposed to be there I'm just having a weird time working out how to explain it. It's definitely the vertex normals, think about the way they're pointing, in that area they're pretty averaged/pointing the same way. If you want a sphere-like reflection on a not properly spherical mesh you'll probably want to…
galaxy uses a per model lightning system, just based on the indivdual shader, i.e. they use an envball with modulatex2 on a regular flat color texture to get nice shading. on top they usually add a hardware rim light. each model has their own shader with different settings, so there is no unified lightning approach. and…
I get a similar issue with certain objects from time to time, like the right click menu. I usually do the 'cube trick' to particular bit of mesh and it generally fixes these kinds of issues. Cube Trick: -create a primitive cube -select the cube and the erroneous mesh -combine -delete the faces that form the cube -delete…
Ruz: You should have just said "Yeah, it's a ton of work. I hope you appreciate it." I only ever break out the tech-speak when I want to confuse people. If people start discussing their jobs in technical terms that I don't understand, I just start talking about UV-mapping, vertex weighting and texel densities Daz: Yeah, I…