Welp, had a sudden family visit today and didn't get as much done as I had hoped. Pretty sure I got the legs looking better, messed with the way the legs connect to the body and tried to get smoe more stubby toes in. Will have to go into the sculpt and get those wrinkles in tomorrow. Getting some weird lighting going on…
I cannot figure out how to export my mesh without it triangulating. I export as an .fbx with triangualtion turned off. I've tried different versions of FBX as well. Also tried without preserving edge orientation. I import into multiple other softwares to test and it always triangulates. Feel like I've tried everything,…
Hi ! Sorry for the late answer. Thank you for your comments, I really appreciated it. I'll will work hard for my next environment/object and i'll try to add storytelling to my environment but before I want to work on technical skill (like for my sewers where I had to learn everything (UE4, Trim Texture, Modular…
going on what @Shrike mentioned, I might limit gold to the trim pieces that border most the shapes and choose some other color to accent that. Inside the barrel of the guns maybe a glowy electricness? The mid body part of it has some cool symmetrical design that kind of looks like a transformer body. Maybe the little…
Thanks! It did look a bit on the flimsy side, so I decided to tone things down a little on the sword. I'm struggling to find a balance between making the sword look worn to the point it's useless and not making it look structurally unstable. Taking things slow and frequently referencing the default scimitar model for the…
For stylised rocks I think you could get away with how you're attempting it, but it would likely be alot easier to be able to sculpt. Zbrush's polish/trim tools are great for this and thats exactly whats been done in the 'witness'. There is alot of organic feel you get for free when sculpting vs box modeling.. zBrush is…
Thanks man! Yeah that is me... >.> Glad you like it. :) I think your spec on your unpainted metal is too noisy. It is looking a bit like concrete... I don't think that trim would get as damaged as it is. And especially sense nothing else is that scratched and beat up. Might be the extra normal information you added? If you…
Thanks! Have a look at this tutorial, it explains it better than I could. http://www.philipk.net/tutorials/materials/woodrough/woodrough.html That's mainly the technique I used for sculpting. I also used orb's crack brush and trim dynamic. I baked a normal map, AO and a height map in xnormal and converted the normal map to…
Hey nice work!! I just finished a high poly of wall e like 3 nights ago, http://jordankocon.carbonmade.com/projects/4142997 this might help for some reference (dont mean to be an ass and post my own stuff on your thread.) I think Ged's paint over is a good step. I can't tell, but does you Wall-e have thumbs? It doesn't…
I was looking around in Halo: Reach the other day and I noticed they used a similar technique on a lot of their maps like Sword Base and Zealot. They use the same trim everywhere but it has no diffuse, only a normal map (maybe an AO as well?). This way they can stretch it out or rescale it to break tiling without anyone…