I have done some improvements based on feedback - it should work better for all resolutions now, it's a little bit glitchy in Firefox atm but mostly works fine. Regarding PNG files, I've let all pictures on the actual site be JPG files, while all pictures you can access and download be PNG files - to me this is a good…
I would definitely rig and pose - nothing terribly should be required - and it's not an incredibly complicated mesh. As far as the topology, make sure you've got good loops around the deformation points - there are a few spots where the legs meet the body with some pretty nasty poles - and the body->tail area is pretty…
I dont think its the size of the maps in zbrush, (which you can change in the tool dropdown, uv section i think) It seems you are relying on the matcap too much, which wont transfer over to your texture map, it doesnt seem to have that much information on it atm, try to look at it with the flat matcap to see no shading…
In one form the lightmap could serve as that. The lightmap is an unwrap, independent to the diffuse that serves to hold b/w information which get's applied (I believe it get's "multiplied") to the diffuse. That b/w information comes from the lighting setup. If you run an AO light setup, you would get AO, but if you put it…
Hi Bokchee, Calipers Master should fit perfectly for what you want because once you set up your scale you can keep measuring other areas with your scale calibrated. I´ll try to guide you through the steps: * Create a Calipers from Very top of the head to base of the foot (If use Height mode with Y selected you will get a…
looking good, a strange subject with odd proportions tho Rubber came out great and materials in general look pretty authentic, although there is not much traditional wear Some things; The bottom of the grip is super spiky even tho you could easily round it off by just moving those vertices up a bit The material of that red…
For the cylinder example where the cap gets seperated from the body: It's a clear sign that your geometry consists of seperated elements, the cap does'nt share vertices with the body Prooptimizer got a merge checkbox ( which you have unchecked) which does exactly that for you Then the cylinder geo should come out…
In the high poly you want the pieces of the fire hydrant to blend together. Thats how it is in real life. They are melded together by a blow torch or something. It's ok that you have them separate in your low poly but I wouldnt have done it that way. I wouldve modeled it as one unit and had seams where the parts meet.…
My personal opinion is that all that matters is quality for your portfolio. You want to show the companies that you apply to what your capabilities are, how far you can push your art. After you get hired you will need to keep to the production schedule of course and do your work with efficiency (a junior will often get…
I believe Jonny is referring to the seam between columns - it's apparent between each horizontal pair, but most obvious in the columns between the two torches. It looks like the normals aren't quite lining up on the adjacent faces along the seam. The two most likely culprits are vertices which haven't been welded after the…