Hi Barnesy, Pretty good model so far! Like the shapes :) For the bake, it looks like you have uv islands with too extreme of a shading angle ( ~ 90 degrees). If you compare the messy looking normal pieces to the cleans, you'll see that the cleaner ones most likely are smoothed at a very small angle, if any. For the parts…
Hi inanimate, You're welcome. There's no silly questions, only ones missing datas, sometimes :) - You're now able to export your vertex colour set as a "flatColour-per-face" texture map - seems like you mapped a grunge texture (Guessing this is not a procedural) Do you ask about baking an unlit combination of both through…
Yes it's quite confusing : First it depends in which render engine you are (top bar) : In that case, choose Blender Render or Blender Render. Then in the View Panel/shading you have two option : Multitexture or GLSL, - Multitexture is use to show texture with only a simple diffuse shading, if you don't have any lamp, it'll…
I'm trying to create a material that will let me plug something into the emissive slot so I can have a single light in a scene and have simulated bounce light on the back of the model. I've been able to achieve a similar effect by using a hacked together inverted lambert in the custom lighting slot, but I want to be able…
Hi All, I'm a newbie to game development, i'll try to explain the best i can. I wanted to know what are the best practises for building floor pieces in mobile 2.5D platformer games. I've used Mario for an example (see image) as this is the style i will be mimicking as a practice run. The bottom section of the floor looks…
Kosh3D, thank you so much for the feedback! I knew the gamedev industry is going through a crisis right now, but I honestly thought I could still land something at a junior or maybe early mid level. Unfortunately, I didn’t really have many people around me in the industry to give me proper feedback, and a lot of people I…
I agree with the others about optimizing your mesh. It looks pretty cool, but here are some things you may want to consider: - Drop the poly count of your skull in half or more. Just make sure the profile shape of the skull is correct and that you have indentations for the eye sockets and nose cavity. Your texture can take…
@Zaphk Awesome design on the cape. Love the hand paintedness of it. @mihalceanu Good design. I'm curious on how it'll look modeled. More work on my PA hair. Tested the new ingame preview workshop feature and wasn't liking how it appeared in game. New perspective on it I guess. So I went back with a base version of the…
To begin with I would suggest removing edge loops that don't add to the actual form of the object. You have many edge loops that are completely unnecessary and will push your tri count up. In addition I would perhaps look at rounding the corners of the wallet a little so that the overall shape is less boxy. It's hard to…
Model looks great (apart from the aforementioned ear thickness, I also think it'd look better thinner). Texture looks like it needs work - as has been said, the forehead and nose areas are waaay too bright and washed out, I'm pretty sure it's the texture doing that. It's not just a case of adding more colour, I think you…