Almost there! Just wanted to get some last bit of feedback before I call it done :D Screenshots Consistent colors and Wireframe (1,120 tris) 256x3 32x1 All feedback is welcome! Thank you everyone who's commented already :D
That's some really great feedback, thanks a lot. I will work through the list as best I can and also add some texture breakdowns and maybe more wireframes. I would need to update my CV before adding that but It's on the list too.
SA_22 Thanks for the help...so here i am again trying to upload the pics of the ancient pillar i am trying to make for the game environment. WireFrame : http://farm8.staticflickr.com/7115/7802225966_d87acae6d4_z.jpg Edge Problem : Normal Map : Diffuse + ambOcclu
Take it one step at a time. Sculpt the model how you want it before you start painting it. Forget the shaders until the model is ready. Also, post some references (if there are any), a wireframe from max, and the zbrush sculpt (without polypaint info).
+1 For texture flats along with some wireframe overlay screenshots to see how you reused the textures on various modular pieces. Looking awesome, the path that ends in a circular path in the middle reminds me of a scene from xmen where cerebo is used.
thanks for your suggestions guys,I agree that the textures could have been a bit more developed,will see if I can find time to come up with some improvements. But the design itself was my primary motivation in this instance. Here's some wireframes:
Do you have a low poly wireframe to look at? It seems as though you need extra support edges since your bevel is getting pulled out over the length of your model. Or maybe your bevel wasn't created with a depth of one.
In your last image, the hair is more or less one big shell with some spiky bits, but there aren't any layers. Go back to the original reference image you posted, draw what you think the wireframe looks like on top of that image.
Could you link me to that forum I haven't seen any images of it besides his textured version on his portfolio. Would love to see it progress and possibly wireframes, he shows it off in his vimeo but not to in debth as a forum progression thread
Thanks alot man, very encouraging to hear such things =) Here's the maps, uv layout and wireframe. i am wondering, that before I send it off to be in the game, maybe I should just get rid of a bunch of those edge loops on the blade?