I see, thank you for the suggestion. Is it typical nowadays to create your high-poly mesh (in Zbrush I presume) first and then create the low-poly mesh?
Yeah, believe me I'm not happy that the only full in-game environment I've created is one that's years old from UT2004. I suppose it no longer is needed since there's not much there that would really make a difference positively. It just takes so damn long to create a full environment that'd pass as production quality…
Good tiling textures should not be obviously tiling, right now there are dark elements that line up creating repeating vertical dark lines. In a production environment you would get asked to fix that. You'd be better showing off those assets against a neutral background because right now the first thing I see is the badly…
Your fire hydrant high poly looks like just a smoothed version of the low, which is one of the main reasons you're running into smoothing errors. In this case you'd benefit quite a bit from focusing on a really clean high poly first, and then creating an optimized low poly with different topology afterwards. *Whoops, looks…
I think you need to clean a lot of your workflow, (sorry if this has been mentioned above) Your normal maps appear to be generated from crazybump? Your diffuse maps super busy for the style. Usually the diffuse doesn't need more than just color info. save that stuff for the Spec map. Find references for the materials…
Greetings Polycount, I've been lurking on the forums for what seems like forever now, but I've finally got the nerve to actually post. Anyway, my name is Eric Topf and I fancy myself an Environment/Prop Artist, though I consider myself highly adaptable (yet well aware that "specialization" is key). So, I want to get back…
Sorry, might not have been clear that this involves creating a main page and multiple separate section pages. Scrolling on the main page should be at a minimum. Scrolling down a column of images for each section is way better than clicking five ten or even more thumbnails. I added a bunch of links to my earlier post... As…
Huh, even cut the Maxis stuff? Usually most people would say not to cut the stuff that actually made it in-game of a final product. And the Mayan environment lighting is using mental ray's sun/sky. So it was more than just placing one light and hitting render. It is low-poly stuff though, so it could potentially be placed…
Does triangulation really matter on a high poly mesh that is just being used for a Normal Map transfer? What does edge flow not being smooth mean? The high poly edges look smooth to me in the areas where they need to be smooth. Yep, that was the texture on the image reference, it's just a white hydrant. Well like I said,…
Thank you everyone. You are all correct. Instead of being a bitch and saying "Well, that's how I've always done things so there!" I should have instead been humble and courteous and stated "Oh? What steps can I take to fix those issues?" without getting all bent out of shape. I suppose I lost myself in trying to figure out…