@Macebo Thank you so much for your help. I'm only about 4th month into game Dev, and I'm having some serious struggles with texturing. Can you give me any more of the golden rules of perfect bakes, and such? Right now, everything I am is being self-taught, and I need a proper guidance and continuous critique.
This is my 5th model, I'm using more and more move brush. Also standard, clay and clay tubes. https://www.dropbox.com/s/ngp38l6yx7rpbv2/clavicle.jpg I watched Scott Eaton creating forms by cross hatching with clay tubes without ever going to the lower res. It looks really artistic. Very inspiring and I hope I'll get there…
Model looks pretty nice but he seems kinda tall. Generally, people suggest that the length of the body should be around 7-7.5 heads long. Here are the general landmarks you should keep in mind 1st head- Nipple line 2nd head- Bellybutton 3rd head- Just above the pubic symphysis 4th head- above the knee and so on
Thanks you everybody for the feedback, ill be working hard to keep in mind all your guys suggestions. i decided to model out a garbage truck to help fill up some space , as u can tell im going for a 5th element kind of vibe. here is the low poly, any suggestions before i begin the high poly ? thanks in advance
Currently downloading the test client so I can get the textures working day for the final LOD0 passes. updated my model and UVs :) Now using mirroring to much greater effect, as well as retopologizing to the nth degree for a total under the 700 poly limit! I'm pretty happy with the progress so far!…
Tried out this setup ,pretty cool results thus far . The model was inspired by the scimitar assault rifle used in the game section 8 ,concept by Brian [Mac] Smith . I'm making my student portfolio so this is to see how well can i match myself wth the current gen of models .…
When "baking" in Modo, it actually renders projections to selected UV map instead on screen. I think your problem is that both high and low poly meshes have same name uv map and Modo first bakes to low poly's and then to high poly's uv map. To remove confusion, i name my UVs to Texture_HP and Texture_LP. HTH, admir
Thanks I did make some parts highpoly, I originally planned to make full high poly but maya started crashing after I made 1/4th of the whole thing. I wish I had better machine. there is a really crappy unreal shot on my website. I will setup proper lighting and post better shot soon.
raised this from the dead because hopefully in the future everything except light and shadows will be considered fluff. up the self shadow max beyond the flashlight: http://developer.valvesoftware.com/wiki/Env_projectedtexture video of as much: http://www.moddb.com/news/dynamic-lighting-in-source-blasphemy dead shadows:…
Currently looking for someone who will rig a character model (including hair) that will be used in Unity and the armature itself will need to follow these requirements as well as blink and these lip sync visemes. Ideally everything will need to be done before the 6th of July. The image below will be what you're working…