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#4 (permalink) |
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Game-Artist.net Admin
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Hahahaha, I truely lolled for a sec. You got a neat concept and name, curious to see what will come from it
![]() good luck ![]()
__________________
![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#7 (permalink) |
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Freelancer
![]() 231
- 10
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Gotta love having an abundance of free time
![]() Downsized map: ![]() By the way the colors on the map and the render don't match up, I had to re-render the maps afterwards and the colors changed. The map is up to date, the render isn't. What this means is that the seams actually are placed intelligently. Will tackle the texture tomorrow, got some homework to do atm. |
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#8 (permalink) |
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New Artist
![]() 20
- 1
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Hi Kaskad.
I'm not entirely up to date on etiquette standards on this forum, so forgive me if this post is unwanted. I want to help out by giving you a few pointers with this model Your uvmap and tricount can benefit from merging the band that holds the weapon in place with the body and letting the texture map define the edge lip. For the weapon cylinders it looks like you've modeled all 8 sides. Instead, you can push them closer and merge sides, which will give you 16 extra triangles without any noticable difference in the mesh. Check the division contrast for the legs. Now it's something like 8x2. If you balance that out you can get limbs that are smoother lengthwise and a more consistent level of detail. Between the barrel of the mouth and the eye sphere you can reduce from 2 to 1 segment with no real visual difference. I'm sure if you do these things and do a search for other areas to optimize you can end up with a significantly smoother result. |
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