I like the work. But it's not enough to impress Blizzard. I think you need to add color variation to your textures. Also you need to mirror your texture as much as possible. So if your texture is symmetrical then that means you either only need half of it or you need to make anything that has unique uv space count. When I…
Actually, they're using normal maps in SC2 As for World of Warcraft, they make characters in around the 1k to 3k poly range (I think), I think, and emphasize everything (depth, detail, etc.) with textures. For an example, the dragon has 2,914 polys
Blizzards are masters of extremely low polygon art. If you want to impress them you're going to have to reduce your polycounts significantly and let your textures do the work. If you're looking at WoW that'll be diffuse only. Heres a good example A sword not dissimilar to yours. I would suspect the polygon count is around…
Yeah man...Blizzard is top notch. It's gonna be hard to impress them with honestly sub par work. This looks a lot like student work. Polycounts are all over the place, texture sizes are off the charts and the way everything is constructed and looks is just sloppy. Take for example the first image at the top. I would take…
Pior's technique works really well when you've got 2 of the same mesh or the same mesh, but different UVs. Now what's tricky is, say you exported a mesh to unwrap in another package, like Roadkill for example, then brought it back to Max. Unfortunately, some apps will "rearrange" vertex IDs, even though the meshes are…
I wouldnt of been able to tell what the armour was without reading the description. Maybe just do a really simple head/bust that it can be placed on, so the viewer can see what it's all about. On that tree - You got of wasted pixels on the unwrap, represented by all the black space. Try pack everything in as much as…