ok seriously, Hazardous... FUUUUUU! great advice. great read. But, on a more serious note, we need either a. a sticky "motivation thread" b. a god damn wiki page. these are getting super redundant. and nothing against OP, it's just too much. :/
in addition to JC's comments, I would recommend working with a cage to make sure everything translates to the map. Also modify the cage to get rid of the wavy lines... see here. http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29#Solving_Wavy_Lines
Generally, for the low I will break bits off into separate mesh chunks whenver they A. need to animate B. need to be moved or C. Will take an excessive amount of geometry to combine. For the high, everything that you can possible model as a separate chunk should be done.
ok so I need massive critique on Chun Lis forms before I can totally refine her clothes and other items Her feet are all wonky I know that much. Help me out a bit here B)
thanks mate, that's exactly what I was looking for in terms of workflow but I have a question. I would b modeling a complete suit over the anatomy but then I would add exterior armor pieces as separate objects, is that the right way to go about it?
It has gotten a bit easier to get a H1-B visa in the last year or so. This is because a lot of IT companies that were using up the visa quota are no longer hiring due to the financial crisis. You still have to meet the eligibility criteria though.
Thanks! *Edit* - Had to try animating, updated my submission :) Love the variety of entries! I liked the style of the broforce entry, I thought about revamping mine to be blockier like that but decided to commit to what I had. Good luck to everyone! B)
You know what.. a user just showed me a way to do this. Just select the islands overlaping, leave 1 selected and CTRL+B and it will break. Simple and I haven't thinked about this before.. I just need to avoid welding the vertex again.
Ah, well then have you tried just using a decal to fake it? The only other thing I can think of at the moment would be to use a colored mask and project it with a point light, but I think CE3 only allows b&w masks for lights.
Awesome, got it working. Thanks for the help! =] As for my original question. I think I will make 2 different actions for the red/green curvature maps and the "cavity curvature" maps. And call em: Peaks/Pits (R/G). Peaks/Pits (B/W).