To clarify I'm doing a x: -1 under the duplicate special option box. It flips the geo along with a -1 on the uvmap. I usually reversed the normals to make them blue but the texture still shows it being reversed.
Moose: What version of 3DCoat are you using? I've worked with it's painting features pretty extensively for a few years and I've found it more stable then my dabblings in Zbrush. I was using v3.x and later v4.
+1, does this just mean 1 X 2048 diffuse map for the whole character including weapons, props, etc? Basically all fit onto one map? Yes. Everything on one (1) 2048 map.
Agreed about the cuts. Cleaned them up and also removed that X that was bothering me a bit. Going to clean up and review some stuff tomorrow before moving to lowpoly. Meanwhile, crits are always welcome :D
Looks like some variant of .x based on seaching for the header string (I'm not familiar with directX meshes however). The format looks pretty straightforward to get a model out of, but this isn't the place for talking about ripping models.
When you see people say a game is too short, normally that is just the right length. Chances are they will pick up an X-Pack or #2. You did your job, always leave them wanting more.
Sectaurs, I have my two pen buttons set to right click to select brushes, and x to flip colours. I dont really miss the left click since you can just do it with the nib
yea i suppose you guys are right. I will atleast do my best and stick with it until the end of the course I already made a slider that controls the rotate X value of a piece of geo.. I ROOOL!
Very nice spec maps! x] I also agree the fog might be a little heavy. In the concept, the colors are much more saturated and vibrant than what you have now. How are you planning to address that?