Looking good, man. I just one comment on your high poly chest piece - the new version is extremely clean and detailed BUT not all of that detail will be visible. In an actual game I think some of your fine lines would disappear or otherwise get wrecked by compression. Another tip is - make your edges softer than you think…
Long triangles can cause smoothing problems sometimes, but on a flat piece like the backside of that shield it won't matter. Same thing goes for poles (vertices with a lot edges attached to it). The reason for using hard edges is that if your baker isn't completely synced with the renderer it should look reasonable. But if…
You can actually tesselate your terrain as a grid. Create a tiling terrain texture, then duplicate this in Photoshop, and add a new variation layer over the original. Erase the edges of the layer so that around the border the image is identical to the original tile, but only the center is different. Avoid erasing edges in…
@Eich this looks really nice! Only comment I've got is that your model has lots of redundant vertices. I marked some of them but it seems to me there are a lot of double edges along the legs? Was there a reason I'm not aware of that you left these on? The rule of thumb is any vertex that doesn't contribute to the…
The model looks good overall but it can be optimised a lot. I dont know how much it matters in that competition but if its for real time rendering then it could do with an optimisation pass. Thing is that the model has a lot of polys but its still rough around the edges. Remove unnecessary polys in the flat parts of the…
Ok, so exporting as fbx appears to have fixed the issue. The secondary uvs still look messed up in UDK. It is in fact due to the fact that they touch the edges, since as soon as I scale them down, UDK draws them properly. The reason I had them touch the edges was that it apparently minimizes edges on the lighting of…
I believe they are referring to how this will look when baked. Unless you don't plan on baking it? You can still achieve a sharp look in your model, with subdivision. Loosen up the edges, and apply a material with a specular level and some glossiness highlights. This will allow your edges, to still look sharp, in your view…
The muzzle cylinders are not really 'errors'. Those are just cases where you should have quite a bit more geometry to describe that shape if you want them to look a bit more accurate. At least double the amount of sides on those cylinders. The edges you have highlighted are also not really errors. Those edges correlate…
Hi ! What I am getting at is that instead of just surfacing a given element with quads without much of a strategy, you should start by first identifying the outer edges of a given part as well as all its logical construction lines (center of symmetry, and so on) and make sure that your mesh edges follow that first. Once…
I like to make my normals first and texture last. Depending on the results wanted. I can get some really nice results from a texture or photosource. I tend to use the bake information while texturing. For example, using a height map to maske where grim and dirt end up (like in cracks and recesses). Another example is using…