Hey guys. This is my first post on polycount- a little bit late into the game I suppose. :) I wanted to share with you all a tutorial explaining my workflow, which touches on high poly creation, transfer maps, UV maps, and a bit on texturing. It's a little bit incomplete- could use a bit more in the means of pictures- but…
Well, the author already did say that the tutorial is kinda incomplete (EI: Lack of images) so that counts. Personally, the tutorial is good, but it doesn't fit any specific bill per say. New comers will get confused since they won't understand what a 'seam' is unless they google it (again, as many other said, images will…
Good feedback guys- thanks! Your right- the tutorial was originally supposed to be a seminar I was going to give with a presentation but that fell through. I just really can't decide what I'd take screenshots of. Sorry it's too long. :( The scope was kinda big. I'll get around to revising this tutorial soon I hope. :)
bumping this. I realize some of my techniques might be dated (specifically using the blue channel in a normal map to aide AO- not a good idea) but otherwise I think the tutorial would help a complete noobie to normal maps.
Btw dude, word of advice, next time you make a tutorial for artists, make more pictures and less text! Remember we're artists and we like visual stuff! other than that, this seems like good info for starters.
There's a lot of useful information there I will say that! But it is a tad wordy atm and pictures would definitely aide this tutorial. Plus old school sometimes comes in handy with the new school. I've had to resort to some old school methods at times, tech-wise when the new school won't work or becomes expensive at some…
Hey, I started reading in and I really like how you are writing and describing the topic. Especially Newbies (like me) can follow along. I can't really tell you if your methods are dated because well, I am a Newbie! ;) It always helps to have some pictures describing and underlining your text, especially when you are very…