gee, it flatters me that so many people found that stuff to be worthy of modeling. :) overall the model looks good. there's lots of minor stuff like inconsistent thickness of lines or lines that should be parallel not being parallel but i assume you're aware of that. the back part of the body is supposed to taper a little.…
Hey there. Awesome work in that portfolio man. What I think you could improve on is the thumbnails/images on your home page. At the moment I see a big images with a lot of wasted space and big letters. It is not bad in any way but I think you can work on that. And I don't know how difficult is it to change but have you…
Really awesome so far. Close to the concept, nicely done. File this under nitpicking, but you could bring it out a bit better if the meshe's edes werent that hard, atm it looks like it could produce a few problems while baking ( as you mentioned thats what you want to do) since you got vertical extrusions from the mesh's…
LODs in my experience usually re-use the same texture, but they have to have their own UVs. The vertices are often in different locations and the vertex order is quite different. Can't re-use the same UVs. The layout of those UVs are usually very similar though, to fit the same texture. I've seen some games use a new…
That SMART is an interesting system, I just hope you guys tie it to RPG elements so players actually level up jumping and climbing so it becomes a core ability that players grow into, balance, and customize over time rather than just an "easy mode" button. Maybe your character's particularly good at climbing so you know to…
I'm not writing the shader yet ;] Problem with vertex colours is : - I painted vertices in max - imported as fbx to unity - painted terrain with detail mesh painting - all detail mesh is tinted with vertex colours ( == grass is red ;]) As far as I know there is a plugin for Unity to vertex paint but I wasn't talking about…
You're both right in a way, smoothing groups or hard edges are just split vertex normals or split vertices. Now, for displaying the mesh in doesn't really matter since it gives the same result, but if the mesh is actually split it may produce some problems. Eg. take any mesh with smoothing groups into CE3 and apply vertex…
Good job. This sure looks like lego to me. Your horses' eyes don't exactly match the toys. They're too big, and the black ones shouldn't have the off-center dot. I'd like to see the little pegs bumped out of the ground, but that's probably not possible with game specs. The ground in the background is angled, which you…
i just do all this sort of thing with a UVW Map modifier which tiles automatically - stick it on, 'Fit' your gizmo, enter a tile value for accuracy (in this case, 3 in V Tile) or scale the gizmo itslf for roughness. Tidy up afterwards with Unwrap UVW if you need to, but generally if you've got objects with clean horizontal…
402 isn't that high. I'd say give yourself a little more slack and limit it to 500. Your unwraps on the right of your last image look fine, those are all using one texture image right?. Mirroring the UV coordinates to save space is always good. On the chest piece, what I'd do is straighted the left and right edges…