Thanks for that, it really helped. Guess I need to start setting myself targets and deadlines to complete pieces. I guess I'm procrastinating too much with my work and not pushing myself to complete the monthly challenges or monthly projects. Its easy to get into habit of starting something, then stopping it, then starting…
Not sure but it's Persian imo.Character art looking really good.Env art need some more love maybe.But overall its looking good.Which engine is that,an inhouse one?And yeah it would be nice to add more info here like target platform etc.Interesting to see a game without westerner view of angle,ha?
Charlie is doing the same face you are! You'll get good reference for a render target from his thread. http://www.polycount.com/forum/showthread.php?t=145608 Also, drop your resolution. You're getting muddiness in your sculpt again because you're trying to make sweeping changes at such high detail.
And just to add to what everyone else has already said: Don't forget that in many cases, intersecting geometry will cause overdraw, which can be a bit nasty if you're dealing with large objects (e.g. environment stuff) and there's a lot of it. It's definitely something to keep in mind if your target resolution is native…
I don't know of any way to do this automatically. Workaround: make sure the start and end points of the curves match up better than in your screenshot, then use ZModeler to bridge between the segments. Just keep radial symmetry activated to bridge all holes at once (Bridge -> Two Holes target).
You can also put in some variations in your specular map to achieve a slight dirty look. Just blend in a tilable concrete texture with a low contrast :) . Unreal and Unity are good in rendering Reflections in Realtime, so if these are your target engines you could get good results when using a cubemap.
Well, it sounds like you need to work on your skills either way, so doing some assets target to either the Dota market place or the Unity asset store seems like a good plan. As you have a job now, and need the practice regardless, both options are fairly low risk.
I honestly just miss the simplicity and variety of COD4, they didn't have a target demographic really, they just had fun with multiplayer. But slowly they decided to go the super fast paced arcade style race track gameplay and its just boring and repetitive now :\ . I miss maps like overgrown and crossfire.
Try looking at this in the game instead of the editor and see if you get the same issue. AFAIK this only should happen when you are in the editor and not in the game. I can not remember off the top of my head but it has some thing to do with the way render targets are used in the editor versus how they are used in the game.
cool cheers for that Pseudo. I have had to learn maya in rather a hurry but have got to the point where I can do enough to suit my needs for now. The problems were caused by extra weird nodes as a result of exporting morph targets from max to maya using fbx exporter.