Did u do "Non-Convex Packing"? That't the new fancy one. Also you dont need to combine. in 2017, if you apply all objects and apply a unrwap modifier, "Non-Convex Packing" automatically make even texel density. https://vimeo.com/163361143
Arrggh!! Your ZB UI is destroying my eyes.... :) No, you don't have to retopo again. The workflow you're talking about is perfect for game assets as the retop stage(before creasing) only requires a very basic topology. The key to creating your in-game mesh topology is capturing the silhouette of the high-res that you will…
What have you based the tricount on this head from? Have you considered interiors for the eyes, a mouthsock, teeth and a tongue? You look like you've got maybe a normal seam on the side of the neck, can't really comment without seeing the normal map and unwrap. I'd adjust the lighting to show off the surface detail and…
Hard to really define dubstep anymore, it's evolved into so many sub genres (lightstep, darkstep, neurofunk, etc). Also some good tunes in Drum & Bass. Here's a couple of my favs that fall into those genres. [ame=" https://www.youtube.com/watch?v=pIXLhTtyJ3g"]Black Sun Empire & SPL - Wasteland [HQ] - YouTube[/ame]…
Might attempt what they describe in this thread here. Essentially a bunch of models that have the same principle as a sprite sheet. http://forum.unity3d.com/threads/169441-Cycle-through-3D-models The only issue is that I can barely make a sprite sheet for a texture, let alone a sculpted model. We'll see, though.
Updated a lot of things the last time and started to add a little bit more detail on the mesh as well as zremeshing everything down to bite-size to have some guidelines later on for the retopo. I'm aiming for 16k with 2k texture maps. I don't know how to break that down though yet. Head Body + Props ( ? ) I don't know.…
Well, I guess you could add a LUT to a specific shader, limit it to a specific surface. Or you could use the scene depth pass to modulate between untouched framebuffer and LUT'd framebuffer. We do something similar here for a particular visualization mode, anything within a certain area is shaded normally and everything…
I made this into a wip thread for myself instead of flooding everyone. Heres a concept I worked up today, very rough, with just a color layer quickly thrown on. I might detail him up to just find out how I am going to work his colors. With wings, no horns (swappable), working maw, I am going to try to get him weighting in…
Well here is lonewolfs gun he did for crysis 3: http://www.lonewolf3d.com/images/Crysis3/Crysis_3.html I always relate organic hard surface models to grant warwick's model for some reason. Looks awesome: http://features.cgsociety.org/newgallerycrits/g62/160862/160862_1358122615_large.jpg (I will just post links so the…