Finally, Cringer gets to see the light of day! I am a child of the 80's and so of course I had to make some sort of He-Man related model. (He-Man himself is kicking around on my hard drive, unfinished...) Battlecat was under threat of never getting finished, so I quickly decimated him in Zbrush and then posed and textured…
@pableaux - yes, low poly with diffuse. Was trying to get a bit of a Ni No Kuni vibe (I don't believe the game uses normal maps, just clever diffuse?). There are a lot of games that don't use normal maps - probably not the real AAA games tho - but I am also thinking more along the lines of an MMO type game where normals…
Based on a concept by David Kegg, I really loved the chunky design and wanted to make it 3d. 1k polys 1x 1024 diffuse, normal, specular maps Rendered in Marmoset Toolbag 1
Finally finished! Based on a very nice concept by Sebastien LD (I believe). I felt it needed a little more activity, so I added a few extra elements, my favourite being the crows (4,500 polys 1x2048, 1x1024(soil and smaller details) Diffuse only Rendered in Marmoset Toolbag)
That house turned out very cute. So, this is just a low-poly mesh w/ a diffuse map, and there's no underlying normal map or anything else? Would you ever use an asset like this in a next-gen game, or is this more for, like, mobile or something? Or do props / enviro models sometimes go w/out normal maps even in next-gen?…
Finished! 3,300 polys, (next gen attempt) 1024 diffuse and normal map. This was so much fun! Every model I make, I try to learn something new. This one was brilliant practice! I learned how to retopologise in Zbrush and tidy up the low poly in Maya, use Xnormal to create a normal map and AO map (LIFESAVER because anything…