@Jigsaw - Thanks! I appreciate the comments. I was noticing a lot of those things as the texture was going together. It really helped seeing firsthand some of the concepts that I have been reading about like texel density etc.. This was the first legit texture map I have ever put together so I reaaaally need to practice…
I would say that your name in the title and the environment artist has to much color and effects. Portfolio, Resume and Contact looks good. This is a tottaly personal opinion, but it got my attention and I didn´t like. I don´t realy care for big text over your images, but "Postapocalyptiv MetroStation" looked some kind of…
salacious_Crumb: I baked everything with render to texture in Max. Yup, did the high poly first. I created the low largely by manually reducing edges in the high. A lot of the extra geo came from using turbosmooth, so when I removed the modifier, there was a lot less geo to deal with. Also, for a lot of the recesses I used…
Okay..been struggling with the fbx problem and found some things.It seems the problem is from the constraints.fbx is having some problems with it.So I unchecked contraints and skin definitions and I checked bake animation.Most of the problems have been solved except the body of the character was not exported cause I need…
I've no idea why you included that video link. I'd place the menu buttons on their own line. The fonts overall are rather large; I'd drop the size of everything except the body text by 1-2 sizes. This will also make for easier viewing on tablets or windowed browsers. Get rid of the forward slashes ('/') at the start of…
the errors on the barrel seem to persist, i didnt take a close enough look at the normal map last time. even though at a distance it looked fixed, close up there was some errors that came to my attention when texturing in substance Designer. Image 1: Close up of barrel in Marmoset showing the small errors Image 2: Showing…
+ What konstruct said Enough with the art is tough to judge and it is different for everybody mumbo jumbo. That shit does not really apply here. When creating pieces you go by more of a check list, Does this wireframe and the amounts of tri's go? (what can i improve vs time) Does this unwrap fit the needs and can i get…
@kadeschui - Haha, thanks man! If anything I have the feeling I'm rushing too much but hopefully the end product will turn out alright. @ProjectEagleeye - Thanks man, you've already helped by making a good reference point to look at, so that's already helpful. :) I think I got an idea how to do it, it's a mix of overlaying…
@Mohamed_Salah_Bchir That will entirely depend on how close you intend the viewer to get to the model. If this is something that's intended to go in game - It's probably not practical to keep the geo for the straps and to just bake them in after the high poly is completed. As for links to tutorials. Browse the…
Huh?? As for windows, I just can't figure out how to even make them, so I guess everything? I'm also practicing by starting on 2 meter long spaceships (mostly cause I can't figure out how to get a bigger workspace. The grid area in 3ds Max is only like, 5 meters long) and seeing how far I can get before I don't know what…