Something i feel that is often overlooked, is creating your lowpoly mesh and uvs in line with the shapes and seams of the parts in your high. What this means is, even if its a little more tris to cut in some more edges to follow a line where 2 objects come together and form a seam in the high, its a good thing to do, as it…
Hey man, i like the units a lot. However, they show strong, interesting shapes WAY more than your 2d work or your houses. I think you focus too much on surface detail and material and let that noisy detailed stuff bog down your image a lot. Real life is way simpler than one makes one's self think-- the areas that are not…
i think more important than fixing texture seams, is knowing how to avoid them in the first place. For the most part this just comes down to simple planing. 1. Use natrual seam lines from your HP to create your lowpoly uv seams. If there is a material separation in high, trace that line in your low and create your uv seam…
"My steps for this model are: 1. I've created UV splits for all the polys which have smoothing split" That part is good. "and hardened the edge boundaries of the current selected UV map via Modo's Vertex Map palette" That part is absolutely not necessary. You only need to UVsplit the edges that you decided to set as hard -…
Nah, once we had picked up the tools (and our tools guys were refining them based on our feedback where possible), it was pretty fast. We had 2 people working on megatexture terrains full-time (I was one of them) - the leveldesigners created heightmaps initially, then after playtesting we created unique lowpoly meshes from…
my maxstart file has my windows and grid setup organized into 3 little windows, 1 large, grid units 16/8/8 generic units, snapping on, resize of grid ok on all views bar perspective. It also containts the standard male character from whatever game im working on scaled correct and aligned to the grid wiith a base pivot…
lowly sorta sometimes freelance prop artist here, so my system probably doesn't work in the real world but, I keep all my projects in a "Projects" folder with 3 subfolders (Active,Inactive & Completed) in an NTFS partition separate HDD I long for the day adobe ports photoshop to linux :( The directory tree of my average…
Yes, all of the edged being softened is probably why that part looks weird. Extreme low poly geometry + all edges soft = really nasty looking normals. That's not a problem if you are doing a hand-painted baked lighting king of thing. But the specular highlights are, well, highlighting all of the issues. And yah, put your…
@PyrZern I used to have the jacket much closer to the body which is more realistic but i felt like i was losing the silhouette/shape between the corset and the jacket which i wanted to emphasize. Maybe i can do some tweaking in the lowpoly :) @ruebenDodds Thank you so much! So i have been working on it quite a bit. I have…
You shouldn't make a crate with the same texture on all sides. Instead, slice up the texture in to 4 squares and get some variation in there: And I agree with laurens that the unwrap for the head isn't great. But there's more than that. The spheres/domes you've used are flat out the worst (for lowpoly modeling, anyway).…