and lets not forget you can frickin define rule sets like edge loop constraints, edge to axis constraints, linear flow pinning or regular pinning that are all incorporated in the relaxing algorithm. mine too, its super fast workflow wise if not the fastest application I know besides perhaps silo. No bloaty autodesk…
Great job on the cannon! Really like how it is coming out! I kind of agree with Atticus on the rope on the top of the cannon. It would be cool if it was a bit more defined as an igniting cord, maybe even add some what a burnt tip to show that it was used. Also to push it even further, it would be great to see some foot…
Looking really promising. have you tried using some coloured lighting? some cool coloured ambient light could really add some atmosphere. contrast that with some warm tones from those crystals on the walls and it could really look nice. Generally speaking pure white light is to be avoided. Also reducing the amount of…
Thanks guys. I did check that tutorial, realised I forget the ground plane. It doesnt show up that bad normally. Is it perhaps because floating geometry doesnt work that well with ambient occlusion maps? If occlusion maps are about bouncing photons off at all angles(well not all, you can see the angles from the image). I…
@iniside thats a interesting technique. It would work well as a base for a Diffuse or for defining different types of surfaces but for a texturing using wood, metal, glass and rock I'm not sure its practical for anything other then an AO Map, and if that's the case I would probably just bake my High to Low in xNormals.…
For the rig, you don't really need any joints for this. They are just gonna complicate matters. Instead you can do more or less everything with simple hierarchies and constraints. Most of the moving parts move around a well defined axis and have more or less only one degree of freedom. Just make sure when you are done…
I don't think your thinking about PTex quite right. automatic UV's dont come into the equation. the data is stored as thousands of images, each image represents a quad or 2 triangles. there isn't any empty image space. and texel density is defined locally on a face by face basis. I guess it remains to be seen when AD…
Looking at an image of this, it looks like you could define the striations - the very rough, contrasting gaps. I don't know how you went about create the textures for this, but I played around with PS's clouds for a bit and came up with this, which also has the benefit of not needing to worry much about tiling the mess…
@Baddcog: I think the biggest problem is that it looks as though the blue sections are flat colour. A lot of beetles have a sort of iridescent effect to them. The eye is also very plain... maybe try and give it a translucent glow effect? Or a tesselating hexagon pattern, like a fly? I added more highlights and tried to…
There's some great advice above, just wanted to second the "no need to avoid triangles in low poly", and the right half is definitely on the right track regarding reducing polygon count. Maybe you can further reduce the amount of edges that define some arches and rearrange the vertices so they conform to the concept.…