In retrospect, it could've worked better. Quake2's MD2 external texture paths could've lead to atlasing, and the UVmaps could've been more tidy and power-of-2 to maintain visual consistency without rounding down to blurriness. Same goes for Q3, some atlas opportunities were missed. At least the UVs were right this time
Hey! This is my submission for the artstation challenge - Ancient Civilization: Lost & Found (Real Time) https://www.artstation.com/artwork/mdyRE [4.86 MB image removed by moderator]
I just wanted to add this lastly- some folks might find this helpful. I was just going through some FengZhu videos and I came across this- he's a well known illustrator but I think in general he is talking about for what all us are striving to be an artist in this industry. [ame="…
Very nice work. I have been also work on mid-poly asset for game recently (although I can't really show it right now). Stormsword tank, and right now it's floating around 80k tris. If someone wonder it's not for game, just personal project (;. 50k tris is not much. If we look at star citizen, space fighters have about 300k…
For such a large area, I would really consider some pattern sculpt. Similar to what MDK did on his Kunkka's chest. Play with it and then take the best result; paint or sculpt.
Thanks again 3dReaper, I have seen a few of those but some are new and contain great info/examples I've been spending the last 2 days playing around with the modeling techniques Red Storm used for The Division (Maya to Zbrush with heavy use of Dynamesh), when i'm done with this I plan to revisit and revamp my previous…