Hey there! The website layout looks nice and clean. I'd suggest you to ditch the ENTER page and just jump directly to your portfolio page.Also,bigger thumbnails would help see better what works people click.
That's a good start for layout, something that might help is to look for a style you like from a specific game. Then try to recreate the style, not copy, but recreate it on your own textures. It has a long way to go yet, keep trying. :)
modeled the last tile that wasnt done and put them together how they will connect in the scene also edited all posts and replaced the images with links, so this thread wont be so bandwidth hungry here´s the final layout
well you can't see the actual uv layout on that, but they just used the same color on the non detail so any bleed over is the same color as the object and you don't see any black lines popping on the seams.
I have yet to see a relax tool that doesn't completely mutilate the UV layout. I always seem to wind up spending an extra hour or so fixing up all the hideous distortion that relax leaves behind.
Thanks for the comments mezz and yeah hopfully some will have another idea, because ive thought about re uving it but i dont want to have a shitty uv layout with having the legs sewn back onto the the body.
heaps better layout man Still dig the spyro stuff the most tbh, might just be me tho :3 Hope the jerb hunt goes well (tryin to get my own folio into shape too atm :\ )
AHotHandSandwich, i'm importing the enviroment into unreal this is the basic layout i'm working towards. city scape to the left. bathroom/fishtank center, bedroom to it's right. kitchen far right. curvy 8-shape things are ceiling arm tracks.
Began modeling, suggestions welcome. If you look at the references, the chest and back have fairly complicated shapes and I'm wondering wether I should accommodate the layout in the edge loops or model as separate objects, I'm not sure at the moment.
6412 tris Object space normals to illustrate the uv layout, although the renders are using a tangent space normal map. Is there any particular reason for the bake errors on the curved areas - the grips and charging handle? I know the grips have uv seems down the middle but I'm not sure if that is the cause.