So I'm working on this indy project with some guys I know. It's kind of a spin off from the sonic platformers. Some people might recognize the prop from the game. Basically after defeating a boss in sonic, you run over and jump on this container, it blows open, and frees all the critters. Same concept here. We've done our…
I remembering driving down to seattle to pickup Sonic The Hedgehog when it first came out. I bought it for 60USD which at the time was probably like 100CDN when converted lol. Good times. Anyways, cool looking rendition; Very interesting to see this content taken to a more realistic approach and I recognized it instantly.…
Sweet model :) I couldn't wait to hop on these things at the end of the level, but then you have all these little rodents running around, and rodents arn't cool ;) I believe those edges are for the shattering effect after it "blows open", correct? I really like the design, but it is a bit wasteful in a few areas. A little…
So I went through and made a bunch of changes, some subtle, some significant. Poly count has been significantly reduced without hardly any noticeable changes to the model. @SeanEG - you were right about the geometry. The plan is to substitute separate meshes for the explosion effect. This model doesn't need to be broken…
great feedback guys! I see what you mean about the polycount. I was trying to retain as much detail from the high poly as possible as well as assist with the normal baking process Details held up quite well. But agreed, polycount is too high. I'm going back through and doing some cleanup now. Also, I pushed the normal map…
Few things jump out at me. For the texture, the normal map isn't translating very well when the diffuse map is applied, mainly on the small details such as the rivets and the black strip things. You can help that by deepening them in photoshop, and also by using the spec map to bring out the normals more. Use a tool like…