So sorry for the late reply! I never got a notification that anyone had even commented! I appreciate the comments! I'm looking to finally wrap this up by the end of this week so I'll definitely keep those comments in mind!
Here's one of the texture pages. Designed for the modular of the wood poles, spike tips, wood end parts and the ropes wrapped around the poles. Lemme know what you all think, I'm so-so about the rope part.
Not really seeing it! sorry! In the icon his head wrap is blue but if you look in-game it's a crazy iridescent color like the rest of his clothing.I guess the bones look like ears.. is it really similar enough where it's a problem? O_o
I didn't mention it, but yeah, bakers and viewport will be synced to Mikkt. It allows you to project any image/material on the 3 axis around the model and "wrap" it so that there are no seams anywhere, like a cheap way of faking a 3D texture. No, not this time.
Does your maya have the Mentalray "Lume" shaders? There is one Lens shader in Max called "Wrap Around (Lume)", it creates a spherical map, where the center of the sphere is the position of your scene camera. Nice thing to save these as HDRI ;)
Alright I think I'm pretty much done with his axe. All I have to do now is a bit more work on sion himself. I'm trying to get this all wrapped up before blizzcon on the 7th. Cheers!
@Noth Thanks man. No, I want to keep it more simple. I'm going to add some filigree around the hilt and I'm trying to model the cross wrap on the grip from my reference, but I have no clue how to do it.
Are you not sculpting a higher resolution model before you get to textures? I have a feeling your sword could really pop out and be awesome with the hilt wrapped with leather, and the blade having the small indents and wear of a used gladius.
Yeah I would expect to raise some eyebrows carrying a bunch of bare circuitry through the gates. As suggested, I think just wrapping the components up and shipping them out would be the best way, they'll be insured then too.
The high polygonal mesh does not need to be unwrapped. Only the low poly mesh needs it, because we bake the high poly onto the low poly. Think of the high polygonal mesh as a stamp that wraps itself around the low mesh.