Wow i can finally see whats going on. Very nice, but do you have some soft of blockout? I find it to be very diffucult just to get on straight with the hardsurface without some kind of a blockout first so i can check how it roughly fits together.
Well, cool for the Wii, like normal mapping and soft shadows and multitexture. Usually can't do nm without pixel shaders but the Wii has these texture stages that you can mix things around in. I hear ya about the memory limits. Have to be creative! And really dissect the competition.
Maaaang this is clean as all hell. So nice! Such a nice combination of soft and planar forms. My only feedback is that the lighting looks a little blown out on the pec in your presentation shot, and the harsh shadows are causing the feet to feel super boxy Looks great and you should be proud of this dude!
wow thanks for that explanation of unwrapping.. ill definitely pass that along to some friends i have who can really benefit from this. normals look good too. only thing that seems kind of weird is the grip. even tho its rarely seen.. it looks a bit too soft.
good accuracy crits above. besides those, the big soft matte white lighting makes it tough to see the technical side of the modeling, things like smoothing issues and edge widths which have a large impact on the final baked result. i'd really recommend a darker and glossier material
Sweet seems like everyone prefers the left version. So here is a quick color pass for her outfit. I may have to darken her hair, she might look a bit too close to Sona. Then again color doesn't seem to be too consistent among the champion skins.
I've heard the same thing about there being soft and hard requirements. I've just never heard anyone talk about the school req... I imagine there is money on the line due to it being a large time / resource investment and that there's some sort of State kickback to make it more palatable for companies.
Nice ;) Very creative approach using a black background. What program are you using? One tip I have it you might want to use a soft brush for blending. I would also say to probably try using a mid-tone of any color for the background. It is typically the standard.
I used the soft modification tool (perhaps not ideal) and did a very quick test Swizzle, what tools did you use for the creation of your mountain? Or any idea of what tools would probably provide the best way to duplicate that? Maya 2011 is what I am using.
Soft and hard edges don't affect this, FYI. The reason you're getting this distortion is because the UV doesn't represent the actual shape of the polygon. The waviness is a side effect of this as well and can't be helped, it's because of the triangulation of the face which is happening behind the scenes to keep the display…