Good, stuff, keep going as fast as possible. Any sign of the foliage alpha planes placeholders? Concept paint the stingdrift for some agressive insectoid patterns, and play with an alpha mask for a glow map that will make him easy to see in game. In general I think all the critters should be larger judging from the screen…
Sure. I used mental ray to render this and I didn't use a specific setup just 1 to 16 samples per pixel, for the filter type I used Mitchell (can be found under the Renderer tab in the Render Setup). The most important part is the shader I used. It seems a little cheesy but it can be downloaded out of the box, I think it…
DXT1 compression uses 2 bits per pixel giving 3 colours, now only two colours are stored the other two are generated. The colours are stored in 565 format. The other two colours are generated from the stored two colours C0 and C1. usually C0 is > C1. For textures with alpha C0 can be < C1 in this case you only have C2 as…
Looking at your flats there are a few things you're missing. You aren't defining the planes of the texture clearly. Everything is smoothed together. It's ok to have sharp edges on a texture to define something on the texture. You are not working sharp enough to warrant that resolution. Like natetheartist said knock the…
Yeah thats looking better, no more noticeable lowpoly areas here, this really helps sell it as a *highpoly* looking model, instead of a lowpoly model with a normal map. A trick you may want to experiment with, if your mesh density is high enough on your sculpt(a near 1:1 pixel to poly ratio) try hardening all of the…
I understand your thinking behind the blocks, but aesthetically the effect looks too much like plain pixellation to me, I think that's what's bothering me a bit about the results. I think if I was going for a mosaic effect I'd go for a straight up, smoother-looking blur as a base and do any blockiness with a distortion map…
Yes, as well as being badly packed, on most of your UV shells you have zero padding. The shell borders are touching. You should have a good number of pixel padding like 16. I would say that one of the main problems is that your high/low don't match up very well. For the cleanest bakes try to ensure a very close match in…
Simplify the design! Zoom out and see what gets lost in the design. Things should be readable from far away. Most games this will be like 250 pixels big on screen or so a lot of times. Also the smashy part (technical hammer term) is crystal?? WTF? Not gonna happen. That is gonna crack fast. Make it stone or metal or…
It shouldn't be true at all that the head has more detail than the body in the texture-map. Did you just use an automatic unwrap and leave it at that? It's entirely possible to scale the different pieces on your uv-map, and make it so the head has just as much detail as the body. or did you mean that the head is more…
I'd also check the UV layout in the ATI normal map against the UV layout you fed it. I think ATI has an option to auto-UV the model, which might have been on in your case? KDR_11k, good thinking, the Doom III models do look like they might have deleted the mirrored tris... But in your model there's still a seam anyway?…