Good start, There's a lot of cool stuff going on here. Without a specific description, there isn't anything in the scene that tells me this is located in Jerusalem. For the little flourishes running around the border of the walls, why not use Hebrew script instead? Also, your archways resemble Islamic (the blue and white…
Are you baking AO into your albedo? It looks like some of them have it, but I am not sure. As for the work, some of your textures are getting a bit noisy, especially the brick wall and telephone pole. The brick wall is tiling really bad and would benefit from being a bit less grungy so its not so obvious. The down side to…
Hello This is cool, I really like it, especially the lips, hair and armor parts which are really clean. The face is already looking nice, the only thing I would tweak is the upper nose area, which seems a bit large to me. I think a slight spacing between eyes and upper nose would make it seem less large. I made a quick…
Hello! Ferg asked me to have a look at this to see if I can help... I believe Earthquake is on the money when he says to bake the map in maya; the reason being that tangent and binormal data is stored per-vertex in the geometry when you generate a normal map. (This is why a normal map looks wrong if you rotate it even if…
Kodde, I tried it out and worked awesome. I got a few gradient mismatches but I think that might be to fucked up vertex normals though will confirm today. I havent taken a look at the code, but it didnt seem to prompt what texture size I wanted. Maybe something to implement later? Something I've been toying around with…
@Doxturtle Thanks man! I'm working on a second ground texture that I will vertex paint to give even more life to it! :smile: @Syrtax Thank you! Oh yeah, I see what you mean, I will play around with it and post the result :smiley: @Larry Oh wow the fact that you find my work to have the blizzard-ish style really means a…
Intersecting meshes are fine, you can easily save on tris this way, espeically in small nooks like that. Baking this way works just as well. In your example with the circle meeting the square, there will be a lip of normals, and a huge black spot inside in the AO. There are cases where you may need to do some cleanup in…
Awesome videos. I must admit I only checked out the free ones but it is a breath of fresh air to have some genuinely professional tutorials for topics geared specifically for games. Thanks for your efforts in providing this! I have a suggestion if you're taking feedback on future possibilities? How about trees for current…
Is there a reason you've brought the knucle joints down to 1 vertex then expanded them back to 2 vertices in the centre? I'd have thought it was better to have it drop down to two ans remain at that for the rest the lower half's loop -as it might end up clipping with itself but the mass/volume would remain more faithful.…
Some comments: The design is a litle bit boring. Just a rectangle, nothing out of the ordinary. The brickwork thing is interesting, though. The textures look OK to me, but they look too tiled...even though you can't see the tiling at all it all looks the same exact color and everything... I would try using vertex coloring…