In the future would it be more efficient to model some smaller branches and leave the texture for mainly the leaves (no pun intended hah) or should I create a separate texture for the branches with their own cards?
What would be the Intended use for this piece? Mobile? I ask because the texture looks rather low detail to be rendered this close and is pixelated in some parts. Is there a restriction on your map size?
Thanks man! We just made a new blog post, where we are now, and where we intend to be in the future. Enjoy! http://agameaboutdepression.blogspot.com/2014/06/where-we-are.html
The link is broken, and the depth pass needs to come out of the same renderer you intend to use it in. Otherwise the antialiasing will be different if you render the depth in Maya software and the diffuse in mental ray.
The second part of the Intro Series is now available, Faces, Edges, and Points. This series is intended for absolute beginners. Intro Series: Part 2, Faces, Edges, and Points [vv]127003741[/vv]
Great post Hazardous! Your post doesn't directly apply to me, in terms of your intended audience, but damn has that made me want to work more! And it shall be done. Bravo.
I agree with the larger fingerprints, throws off the scale of the gun, making it seem much smaller than intended. Nice texturing/material definition other than that though! Good stuff :)
even if they stick to there word, which most intend to do, it is still a huge risk. Very good chance they will go bust before release, and you dont get shit for the work done.
I had the first one (maybe it's still here somewhere...), but after my 4th city of doing the same thing, I didn't stick to it. I do intend to finish it someday...
nice work but a little larger hoes (to support such long body) and stronger neck&head may look better. i know neck&head intended to be like this but it looks weak for a warrior.