[ QUOTE ] Just out of interest, which game engines which support normalmaps don't support mirroring? I would have thought any engine capable of normalmapping would have solutions in place to take that into account... [/ QUOTE ] Renderware
Regardless of what the goal was, it still looks bad to have a texture sheet on your portfolio with 50% wasted space, and its super easy now that everything is textured(the only reason you'd be worrying about minimizing seams, for ease of painting) to do a simple bake to fix your really bad uvs. Any decent engine supports…
Thanks Tumerboy and ElysiumGX! I'm glad you like him. EarthQuake: The UV issue would depend on the engine. Not all handle mirrored normal maps. The goal here was the least seams and stretching possible. In that I've been successful. Here's an example of tight UV's I've done in the past: Zoe Screengrab
alright alright ...I'll have another go. I'll try something different for the feet and better texturing. Needs more love. I just did this guy in a week off an old mesh. Back about the mirrored UVs - Unfortunately the console engines I've worked with don't support mirrored normal maps. I've only heard rumors of these ones…
Just out of interest, which game engines which support normalmaps don't support mirroring? I would have thought any engine capable of normalmapping would have solutions in place to take that into account... Anyway, I think it's a fairly cool model, but IMHO it's not up to the high standards of the other work I've seen you…
Hey Tyler, Despite working on many an engines for many large companies, do you plan on rendering this in one of them for your portfolio? I guess what I'm getting at is you mentioned using SSS which means it doesn't seem like you'll be limited by some engine's technical faults when it comes to mirrored normals. Why not push…