machineminded: Heh, yeah I used "my" own RK as a reference for textures though I added alot more scratches, wear and tear since I wanted it to be abit more "postapocalyptic" in style. dolemite: Thanks! odium: Thanks! Crazymatt: Thanks a bunch! imb3nt: Thanks dude! Mop: Thanks alot for your insights those helped alot! I…
Thanks for all the information Vig! I have another set of questions :P. Sorry. I would like your view but if you would like to have someone else step in I'm fine with that too. Above you probably noticed that my high and low poly aren't exactly perfect. Last night I decided to get eat3d.com's old pillar tutorials (I…
Since you're going with so much polygon detail, I have some suggestions to enhance that look. Modeled out roof tiles. A simple wonky box with your same material could work. Model them slightly larger than they'd normally appear so they won't be too poly intensive. This isn't really out of the question because first gen ps2…
You say you're not aiming to be a texture artist, what is your goal? Environment artist? if so you will need to do texturing and a lot of it. So this is one model? not broken up into modular pieces, why? And out of curiosity how many triangles are we talking about here? If your engine can't handle a real time directional…
If that HP box is the one for like 5k, I personally wouldn't if it's this one https://content.etilize.com/Manufacturer-Brochure/1060701695.pdf But that's coming from someone who would just buy (all the best in class and reputable branded) stuff and build it myself. Some people just don't go there and I can respect that.…
@sarasumm thanks! I think the larger hands/feet work better for a character with a head like that @valociraptor Thanks for the paint over, that's awesome! Great notes and I like the texture update as well, really needed some warmth in the shadows. @Sigmafie Thank you! The legs were bugging me as well. I'm not sure I follow…
The main thing bugging me is that I dont know what your M4 actually is. At some places it looks like a bake due to edges, on others it looks like you modeled the "lowpoly without normals but high detail" way that is nearly never used because it dosnt make much sense , if its a baked lowpoly then put some textures on, if…
To be honest, imo youre not quite there yet - theres a strange look following your highpolys which can be backtraced to a big issue with edge consistency. It looks like your highpolys are a mix of lowpoly and highpoly and edges are pretty messy. The 2 latest models are complex and show competence, but you gotta work on…
Well, all those tiny poles you have hardly contribute to the silhouette (well they do, but they could be spent much more effectively), and many of them aren't even in the concept. There's a split in your modeling where the tiny sticks are quite detailed, but the main shapes are still very lowpoly. So you need to either get…
Just to clear it up somewhat. Tesselation: this is the process of subdividing a mesh. Quake3 have used this technique to smooth out some geometry Occlusion/Parralax/Cone-Mapping: this is more or less a raytracing approach to sample the texture while considering the encoded depthmap. Similar to normal maps you will see the…