Hey Jackalope, it would be nice if you posted your reference. Right now people can help you with your individual elements but I find it difficult to judge how those elements might come together to create your scene. Your blockout is very WIP, very empty, and with no backdrop for the moment ; you should show us your…
For game dev you need to work as part of the overall dev team, which (certainly for lead artists & anyone aspiring to be a lead) requires dealing with programmers, who themselves will add arbitrary & unusual limits to everything from vertex counts to texture sizes. Examples include calculating 'vertex costs' - it is not…
been working on my online portfolio solving the technical side: this is how it looks in flash (70 %) online link: http://www.renderhjs.net/portfolio2k9/dmo1/ right now you can only move the mouse- the animation of the flaps on the side are linked to the mouse position. The page bending is scripted and not animated,- it has…
[ QUOTE ] ... work around sorting issues with mulitple draw culls ... they number the layers of hair planes in the order that they will sort ... [/ QUOTE ] Thanks arshlevon. Yeah, this is the way we do it too. Usually we tell the exporter how many and which chunks of hair to divide the surface into. Then a particular…
There's no right or wrong way subd modeling something that is mostly hard surface however a few points I think worth keeping in mind picked up over time creating this and other similarly aligned objects. - Try to keep manual editing at a minimum (either moving vertices, edges or faces by hand) - Maintain uniform edge…
Hey, I know this is an old thread but I found it because I was trying to do what @pior is talking about and wanted to share my solution. I ended up making a simple addon that stores the vertex normals to a color attribute so you can paste them back later. You can get it here.
@alytlebird @gastrop0d Thank you for the advice about the height map baking. B) I think I got a pretty good result. I tried out using Parallax Occlusion Mapping as well, but I'm not sure if I got it working right. @Donato I agree that the stucco effect needs some harder edges and maybe some height difference to look…
@jewski-bot Thanks! And I agree about the topology, there are a few areas I'm struggling to tweak, such as the bits of the roof that look very 'pinched'. Many of my smoothing and topology issues came from me going in vertex by vertex and moving things around trying to puff them out. @Hyperion Terror Looking amazing so far,…
Possibly...Luckily I could collect the given artists in my thread, so you can ask there. I might start a specific thread though as we are digging deeper. Actually it is getting closer and closer to what #Der Hollander is mentioning. Your image is kinda confusing btw, I couldn't properly determine whats happening with that…
For step 12, you have to bake your Diffuse (which includes the Alpha Channel) and Normal maps in order to use them as a base for your hair texture, that you will then apply to the planes. You can use Xnormals for that but personally, after having tried out in Zbrush and other programs, I'm more content with the workflow to…