Quote: "Hey Wolf, I'm curious, for your weapon models are you working with a high poly sub-d model and baking the AO and normal map info to a low poly?"
No. I construct them from ground up as a lowpoly model. What you described there is way too advanced for me at the moment.
I'll be excited to get to that in the future though...is this approach an extensive workload or timesaving? Until now I was a bit proud at how fast I can get some models done
Quote: "At the moment it looks to me like you're creating all your normal map data in nDo mabey, which is great for little details and what not, but I'd highly recommend learning sub-d if you havent tried it."
No, I use a generated normalmap (in shadermap pro of the diffuse texture) and edit it in my artprogram to suit the model. Primitive...I know...but that is what I do at the time.
Quote: "And also for your texture work, its good, you have the fundamentals down really well but I'd again highly recommend taking a look at millenia's work over on polycount,"
You are like my father who tends to talk about Dahli whenever we have a discussion about my far inferior paintings
Millenia's work is awesome. No argument there. And so far advanced from anything I do that it gives me the chills
However, while I like his workflow as shown in these youtube vids (fast and efficient)... I do everything with different software and I approach it completely different. Its certainly good for my brain to see new steps and different approaches and I would like to thank you for the links.
I'd have to confess that prior to this thread, I still made the diffuse texture before I unwrapped the model
There is still a lot to learn I am just tapping into right now and tutorials like these certainly help to get a better overview on techniques but...call me arrogant... until now it was fun to discover everything by myself so I wont look up too many tuts
I took a look at millenias webprofile and he does practically flawless guns. Impressive!