Thanks for the feedback. JoshuaG: I tried running a black and red wrapped wire under the metal plate above the trigger, but couldn't get something I was happy with. It's tough to do little 3D details on a flat surface when you can't control the specular map, let alone normals, etc. Here's some of my concept overpaints: I…
Positive: -Polycount Recap (a while back, probably like in February last year) -Job -Moved back to Seattle -Went to a bunch of game dev stuff -Went back to the gym more (it's in the work building) -Josh Lynch's Material Mentorship Negatives: -A demo/game I did freelance work for, early last year, got canned -Got scammed on…
Not much of an update, but I'm starting to work on this full time as other projects are wrapping up. Made progress refining the overall shapes. Still most attention has been in the front quarters, but a little shaping up has been done with the hind legs as well. I'm starting to like where this is right now and will…
It's a good start but I think you're not ready for the full costume yet. You need to observe how the cloth wraps around the body and well...the anatomy quite frankly could use some help. Now it's up to you if you want to interpret Alucard as having a slim, unathletic body, but your model is missing quite a few KEY…
Thanks for the crits man! I had to wrap the high poly up for a deadline, but I will definitely can and will apply some of your crits still before I do the low poly and stuff! Particularly agree with the axles/balljoint thing. I will make the monocle fit in there more too near the end. :) Anyway to wrap it up I brough the…
1) Editing the geometry after skinning is a bit tricky and here is why... Every vertex is given a number, those numbers have bone weights assigned to them, when you save the weights and load them it assumes the vert numbers are the same. When you change the geometry the vert numbers change and now you have a bunch of…
Heya JO, few things I've noticed that you'd want to fix: The way you have your texture wrapping around the object like that isn't very realistic. The way the one plank of would on the corner of the object wraps from one side ot the other wouldn't happen to a crate like that. Generally they're built plank-to-plank per side.…
- I like to keep meshes 1 million or less just because much larger slows down iteration and import times. -Try to use mostly continuous meshes and avoiding really large polygons is ideal. If you have a pile of small rocks for example, your better off booleaning it together or shrink wrapping a grid on top of it. Culling is…
List of changes: - Created tilling roof, grass and dirt textures - Unwrapped the ground mesh seamlessly by using multiple UV channels blending them via vertex colour Screenshots: Description of the progress: Ground mesh: Getting seamless results was quite easy with this type of a mesh. I have started by unwrapping its 3rd…
It sounds like cryid does something very similar to what I do. When working with small props or organics these loops aren't too big of an issue as long as the poly count isn't absurd. However when trying to get a character you have to do a bit more tweaking. 1. The first thing I always do is smooth out the mesh and get rid…