Good work, Rorozilla. I would say your Pirate Boy/Zombie characters don't match the same quality, level of execution like your Pirate Lady and Demon Mother do. Might be worth your time to revisit the pirate lady's facial expression. Currently, her lips are a little "swimmy" and because she is frowning her eyebrow, her…
thanks! i've been doing that for the last couple years. helps me maintain focus on how the map PLAYS since how it LOOKS is inherently taken care of by artistic sensibilities. also gives me a few moments to put down the wacom pen and actually picture a little dude running around the map. personally, i find it helps me keep…
Ok Here is some of my reference images I will be working from. First is my general layout of the map. I just wanted to get a basic placement and pathway idea down in this. Here is a concept of the mines. I like the lighting in this as well as the general structure. Here is a concept image for the cliff city. I plan on…
You definitely need to space them out more. At that resolution you are sharing pixels between the UV islands (try UV mapping with a 32x32 noise texture). Straight from UDN: "Padding between UV charts is necessary to prevent bleeding artifacts. Padding around the edges of the lightmap UV layout, however, is not necessary as…
Thanks Lawrence =] It's nice for us too, to see our development in such a short time from posting in the fourms. Here's what I have been initially working on today, been playing around with ZBrush as well as joining Mike in sorting out the actual layout of the room and such. Really happy with how it's going so far, though…
" Do I need to take a bachelor's degree of animation if I want to become a 3D modeller?" No. Sign up for Pluaralsight and/or Gnomon Workshop for a couple of months and/or get some eat3D DVDs and review some basic game modelling tutorials. Practice. Submit screenshots with wireframes. Get feedback. Rinse and repeat. Find…
There simply isn't enough pixels in your texture to capture the microdetail. As Jfitch said, you need to tile the microdetail onto your texture through the shader if you can't have higher resolution textures. Unfortunately, it's difficult to provide a good example for a 'good' uv layout since uvs are so specific per model.…
Space! Yaaayy!! I like sims, and I like space, so this looks interesting. As for the art, it looks a bit blocky and generic. Are you going for a realistic aesthetic, or something like Kerbal Space Program? I'd research on actual plans or developments for modular space colonies. "The Case for Mars" by Robert Zubrin has some…
Based on your first and second images, I'd say your topology is fine since the dynamic light is faceting (assuming if you move the light around that all the other faces would look correctly faceted as well) But to get faceted lightmaps, try breaking up your lightmap UV clusters to be per polygon. Be sure to leave some…
I don't think continuing to learn and continuing to use it would be harmful, though by all means don't limit yourself to it. It probably can depend also on what you do with these programs; if you deal more with particles and simulation or rigging or anything that's more program-specific (generally the more technical…