That's a great improvement on what you started with. Fantastic even. A couple things jump out at me about the well. Firstly, and this is just a personal preference, i usually like to use almost 0 3d lighting on hand painted textures. Mostly because the geometry isn't dense enough to handle the lighting and the Gouraud…
@ moof Yeah, working on that one already. Actually I'm repainting the whole colorMap without blending in cavity. Bwoyh, that mistake I'll never do again. @ Barnstable Sorry for crushing your dreams. The inverted nipples will be history tomorrow or so but he still will get no bowl haircut. @ Belltann I'm not really sure…
Good work on the asteroid trooper! I like the design of the vest but I think I would have liked to see it in a little brighter shade of color. Knee pads too. The way it is now, the character consists of mostly dark shades of color and I think it lessens it's potential appeal. Helmet and knee pads look awesome, both in…
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…
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…