Shad0wForce: Sorry about the headlight I did built them but forgot to import them into my lighting scene, oops there goes to hours of rendering time. Here's are the headlights I forgot to render on the layout sheet and show some more of the wires.
Great job Paul! I agree with Brad with what we talked about earlier about making the layout more uniform and structured. Also I think you should post your texture sheets and specs with your 3d work.
I wonder... Are there no pictures? It's hard to understand what exactly is happening there without pictures when you don't know the layout of New Orleans (how much is 20 feet for the city?). Casualty reports? Do we know anyone who was hit by this?
Vig - Yea I'm still learning and studying anatomy, so I'm sure there are some errors on my models. Thanks!, glad you like my layout. I will correct my thumbnails so they give a better representation of what they link to.
Unless you're absurdly good at what you do and you're only planning on working at super high end AAA studios, you're probably not going to get a job that's as narrow as texture painting or character sculpting without having additional responsibilities. That in mind, it's definitely a good idea to narrow your focus to one…
I kind of like them both. I like the variety of building designs from the fist one, but I prefer the layout of the second one better. Perhaps they could be combined together in some way? Like adding the archway entrance and the towers to the second version.
Kinda. It's difficult to say without knowing the specifics. The unreal stuff seems to be post-authoring though, as in it's converted at import-time rather than being generated at authoring-time. But it's an interesting step towards optimizing texture usage - no more wasted pixels in UV layouts...
@Saaamoth hehe you are right. I forgot to meantion that I usualy start with a basic muscle layout and that is not yet supposed to look "final". I do this to have some guidance and to understand the character better :) @Calvin may I ask if you did this with Zmodeler?
im going to probably be putting my speculars in the alpha of my diffuse maps. and if i use masking or something for overlays ill put that in the alpha of the normal. im planning out my map layout now. ill post it up when its done.
Loving all this 2D art, I'm thinking of trying a 2d rendering style with my next shot. Doing some test with layout and blocking first though. Still not sure if I want to model a background or just leave it blank and get to blocking this out.