Improvement. All the separate peices are now on one texture file. One diffuse map and one normal map. Epic winning! There are bits That didn't go through the transfer mapping process (at the time I thought they were quite low poly so no need to) so now they look flat but I'm just going to go ahead and make some low poly…
Yes i model the downward extrusions pointing outwards a bit on purpose (even tho it's not like that in the refs) so that when i bake normal maps it catches more depth info. In Blender it's easy to model it like that to begin with since you can model with a line and then fill in the polygons. What you could do instead is…
I would focus on one small area and fully do the diffuse, spec, gloss, and normals from start to finish. Right now it seems like you have a good hold on the design of the level, but are spreading yourself thin on the art by doing a very little bit of everything. Depending on the art style you are shooting for, the lighting…
First off, that steed monster thing is freakin sweet. Now with that out of the way, I think your color schemes are too analogous. The colors used on the princess character and her gear lack saturation and contrast. Especially the details on her back tentacle thingies. You can barely see the striped detailing on them from a…
The first things that jump out as needing some work; - The windows and door appear to be out-of-proportion with one-another, maybe it's just the orientation of the shot but it looks to me like the windows are either too big or the door's too small. - The corners of your house look a bit odd as there's no indication in the…
-Should be in Tech Talk I wish I was at home to draw out what you need to do, but i'll try to brake it down. Make sure the character has a nice flat planar UV (the reason it's set to channel 2 is to make sure it doesn't mess up you "perfected" uv layout in channel 1). Front view means youl be generating one from the front…
Tobbo: Thanks, but I am a bit confused on what you're saying since what I posted is actually not flat textures. The actual model was first created in highpoly and then I created a low game resolution from that model. Perhaps it's due to it being shown in still images but here is an image of only the normals. The panels,…
@Der: Thanks for the advice, just what I needed. I agree, my UV unwrap could use a rework. Our instructor doesn't like overlapping UV's etc. And I'm still learning that whole process. I do need to break up my textures by having different materials on the model. Most of the references I looked at for the uzi textures, at…
Overall I think the content is pretty good, but you have too few finished game models IMO. Most of your models seem to be polypainted already so it shouldn't be all that much work to make them game-res. I think the pumpkin girl looks pretty good overall (if a bit simple texture-wise), but I think the pumpkin itself looks…
I've always checked back on this project when trolling around, simply because I think you've got some awesome texture flats, and short of Disney Infinity, I can't think of many current 3d reconstructions of great disney scenes :) So I love this project. You're strongest asset it seems is your ability to make some nice…