lols @ industry professional i think u can also get the 3rd party wow model and texture viewer apps to check out their textures and models, there's pretty much not a single pixel of wasted space on those maps, everything is stretched reused and overlayed on top of each other, i think that sword on the screenshot probably…
but seriously, i think the neck looks a bit wierd, double check those lines and use some references. I'm sure you can come up with some nice designs for the armor, just start doodling with a light 1 pixel airbrush of a near black and use some light white and a fatter brush on a new layer to make it highlighted. Maybe look…
Hey, Awesome! The only thing I might recommend is keeping the color changes as sharp as possible to avoid soft, anti-aliased edges. Either with clever use of low res textures or cutting some of the color shapes into the geometry so that you can just assign all of those polys to a single pixel. I think it might help it have…
Good lip sync, especially in dialogue driven games. That's probably it. Although actually, I would also like to see large crowd simulations with your actions making an actual difference in the "world". Them models can have millions of polys, textures can be 9000+k pixels, but if the skeleton upon which this art goes onto…
have you plugged in normal maps for those tests? some shaders do have a tendency to look silly without per-pixel normals assigned. also some can look stupid if you view them in an orthogonal viewport and/or with the wrong type of light in the scene. they're fairly specific affairs. note - i haven't used the maya-version of…
You can also use a RGB Multiply Shader with a tiling texture which you can use as a dirt map. Dark pixels of the texture will be multiplied with the texture below and make them look "dirty". If the engine supports a second uv channel, you can use this channel for the dirt texture, using uv scaling for tiling the dirt map.…
yeah think about it -> if a face that is like | vertical is being told to move like 10 pixels foward on its normal, and the face above it which si like / is being told the same thing. then theres going to be a gap. you could try making where the uv meets that edge 50% grey so it doesnt get shifted... and i meant making the…
"Known issues: I know my character isn't great, say, her arms are too thin. Whether I can fix it is down to my ability." No. It lies down to you measuring the diameter of a good reference model, and thickening yours appropriately. You can do that. Forget the myth of the artist feeling/improvising things. Observation lies…
I've stopped checking/replying this thread while I am at work from now on because I get too distracted replying to it, so I'll batch reply when I get home from now on. First @pior: I'm only working on a 512x512 map right now, the face part takes up around 256x256, I wasn't really going for having him look like these:…
Overall, my normals are really pixelated. But I feel like I'm using texture space well and I'm using a 4096 texture map. I just can't figure out why this is happening. I usually only model small objects, so I don't face this issue. Also worth noting: my normals seem better on one side and worse on the other. See: Here is…