Low-poly 3D Modeler, Texutre Artist and high/low-poly promotional artist. While I'm not increasing my risk of carpal tunnel and burning my retinas out, I enjoy survival type camping, dancing with and henceforth killing innocent woodland creatures, as well as taking long walks on the beach.

Comment History  (0 - 30 of 530)
Lazy6pyro Feb 21 2012, 8:25pm says:

As far as reproducing the the RA3 promo, not bad at all. In trying to match the promo photo, the color needs a more green and a slightly larger/softer rippling on the crests. I think I can also triangulate where the point light (or what I'd assume is a point light) it due to some concentration in the upper left.

As far as a general commentary on a realistic ocean shader, there's not much "depth" to it. You've got the reflection, but not the refraction. Also given that oceans aren't pure water, you have a lot of particles that float on the surface in crests.

Still, great work!

+2 votes   media: Water V
Lazy6pyro Aug 2 2011, 12:03pm replied:

Nope, the cannot animate like polys, but again, you can use some tricks with the voxel structure to "animate".

A nice video showing the concept and pitfalls of SVO animation: Youtube.com

+1 vote   article: Unlimited Graphics in Games
Lazy6pyro Aug 2 2011, 11:53am replied:

It's not impossible to animate with Sparse voxel octrees, it's just difficult, time consuming and limited in it's use. The difference here is that a polygon can stretch, twist and turn but and a voxel cannot. You can move voxels it get the illusion of twisting and turning.
(a helpful video: Youtube.com)

Games are all about efficiency. Game developers do not have the massive budget, time, or the aid of real-life plates as in film work. Everything in the game has to be created and massaged (yes even objects scanned into models or motion capture data - both common in game and film graphics creation). If animating SVOs voxel by voxel or in groups via space-warps, that is going to mean an exponential increase in both development time and cost, and that's not for games. Right now, there is nothing that sparse voxel octrees can do that polygons (in large amounts) couldn't also do, and then polygons can do more. The question is not only how efficient is it on end user machines but how efficient is it for development.

+1 vote   article: Unlimited Graphics in Games
Lazy6pyro Aug 2 2011, 11:03am says:

This is basically just a sparse voxel octree system that's probably connected to a cloud sever backend (their website states that this tech will run on mobiles, too). The point clouds have no volume and are just points, so you have to give them volume and arange them into a grid to make sure there are no holes (voxels). Now, since you want an easy way to display the heirarchy you assing the voxels to a tree (most commonly an octree for 3D and a quatree for 2D). Now you only want to render the voxels in the shell, so you search for the the outer edges.

SVOs, like raytracing, radiosity and other algorithms are front-end heavy in terms of processing. Once the front-end is done, you can navigate them in real time (the assumption is that the only thing moving is the camera). So, it might take 10 minutes to load and piece all of the voxels together, but once you do you can navigate it in real-time with relative ease.

The issues here is a simplified animation system. Voxels and voxel trees, unfortunately, cannot rotate. Rather you can translate individual voxels in the tree and the scale adaptively to fill the holes. This becomes a huge problem for creating an animation pipleline, since any production animation is based around a small number of controllers that affect a polygonal mesh at different strengths per vertex. Creating fluid animations for SVOs would need to be a step backward into essentially pixel-art animations.

+2 votes   article: Unlimited Graphics in Games
Lazy6pyro Aug 1 2011, 1:48pm replied:

Sadly, you are ignoring the potential for using the platform as a basis for an entire new mod (total conversions). Take the CnC community for instance (an RTS franchise), with some of the older games, you can enjoy the traditional game, or hop into a WWII simulator, or a fantasy/sci-fi RTS or even a different take on modern warfare. Not only that, but there are plenty of forward and backward total conversions within the fiction of the franchise (ie: modders caring about the game, or at least the fiction that the franchise has brought).

I highly ecourage you to re-think your positions.

+5 votes   article: Diablo 3 not supporting mods
Lazy6pyro Aug 1 2011, 1:22pm replied:

The modding community has already started to shift towards indies. Just look at how IndieDB has exploded in the last 5 years. The larger projects (total conversions) will continue to push into the indie scene because they have the freedom and the control they're looking form.

+3 votes   article: Diablo 3 not supporting mods
Lazy6pyro Jul 6 2011, 8:10pm replied:

Were there actually any plans for a Project Reality for BF3? I know people may WANT it, but if there wasn't anyone willing to step up and give up their blood, sweat, and tears to make a PR for BF3, then the whole issue is a moot point.

+4 votes   article: No mod support for Battlefield 3
Lazy6pyro Jul 6 2011, 7:52pm replied:

Absolutely. Documenting how to use the software and packaging a turn-key solution for public use is an absolute nightmare. I was specifically hired by a headhunter to do just that for a company for a 1-2 month job...it ended going on 3 months. When you take software backend that wasn't designed to live on a single machine uncompiled (as most huuuuge turn-key solutions are), it because the insane task of finding and packaging all of the dependencies and all of the links, and eliminating all of the "**** it! We'll do it live!" patch-work, it's going to be a massive endeavor that DICE, understandably didn't want to partake in or sub-contract out.

Second, I see big mods for these new games waning when you have the potential upside and power of professional tools going free for indies in UDK, Unity and hopefully CryEngine 3. These tools, were designed from the group up with a broader audience (and not a specific turn-key solution), and hence allow more viability from the get-go. These weren't an option back in Source or BF2 days, and that's where I see the strongest skill-set modders eventually drifting over to.

+5 votes   article: No mod support for Battlefield 3
Lazy6pyro Jun 17 2011, 11:20pm replied:

I'm going to mirror Sketch.

Human motion is one of the hardest things to perfect in animation. It's not easy, nor is it easy to really figure out how we move beyond how we think we move. The engineer in its current state is a perfect example of how we think we move instead of how we actually move.

Human motion is never in lines: always arcs or circles
Human motion is full of overlapping actions and actions that have to happen to maintain our balance (the positioning of the belt/shoulder line when we walk like Sketch mentioned)
Human motion always has some causation because we have to get power for each action. An example would be before we jump, we crouch and lean in the opposite direction (anticipating action)
These are just a few of a collection called the Principles of Animation, and there are plenty of examples out on the web to help you understand and integrate each principle.

The essence of human life is that it's a pattern and randomness all together. There's distinct timing, but it varies. Best thing I can suggest is video take yourself, and really dissect the motion. I would also look up drawn out walk cycles and breakdowns of 2D animation, especially Disney..they are the masters at creating lifelike motion.

+5 votes   media: FutureTech: Corporate Engineer
Lazy6pyro Jun 17 2011, 4:43pm replied:

As n5p29 stated, this has been rehashed and rehashed too many times. Tiberium's development was a tumultuous one. It's been documented and documented even by many anonymous former workers that canning the game was in the end a necessary deed. The game had problems, but the dev team had even more problems, and that's why it inevitably got the axe.

+3 votes   media: Scrin Intruder
Lazy6pyro May 11 2011, 10:33pm replied:

It's not dead. Not many of us actively working on it, though. Once work clears up, I've got some things up my sleeve that will rejuvenate it.

+3 votes   member: Lazy6pyro
Lazy6pyro Apr 12 2011, 10:17pm replied:

Even if it's just using multiple Kinects, it's still expensive (but far, far less expensive than other motion capture rigs). However, you spend probably just as much time (if not more) cleaning up the point cloud data and morphing them to the rig (remember, most characters in Overgrowth appear to be humanoid but have different proportions than humans) as a seasoned animator would by just doing keyframe (traditional) animation.

Without a dedicated mo-cap arm, like some of the larger studios have; it's just way more effort for a marginally better animation than what a seasoned animator would produce.

+1 vote   article: New Overgrowth a126 video devlog
Lazy6pyro Apr 10 2011, 1:29pm replied:

Rigging is the creation of the bone structure, joints, their limitations, and the controls for the animator. Skinning is how the character mesh deforms to the rig (smooth/rigid skin), and weighting, is the adjustment of the skin to the degree one or more bones affect a particular vertex.

But, to be honest, the whole process is has several common-knowledge names like skinning or rigging. It's like when someone calls a mesh a model; sure there are minute technical differences if you want to split hairs, but most people use the names interchangeably.

+2 votes   article: Creepy, half-done character skinning video
Lazy6pyro Mar 25 2011, 8:48am replied:

I haven't gotten around to mess with Terragen 2, but it is by far the best pure terrain editor and renderer. Have you tried to see if the materials carry over well if you export it to Max or Maya?

+2 votes   media: Terragen 2
Lazy6pyro Mar 25 2011, 8:32am replied:

I completely agree. The proportions look good; scaling looks good (the Scorpion may be slightly too large), and the definition on the models themselves look good.

I think textures, on a whole, is the low point. You mention the over-harsh blackness; this is probably the symptom of using the Objects Nod Shader in the default conditions, which does darken the model. Lighten the texture a bit and increase the contrast to compensate. You would be wise to look at the color scheme established for Nod in generic CnC3 units.

The normals and spec maps are something that can globally be improved upon as well. When combined, it makes the building look like blinding tin-foil. Those maps aren't designed for that; they shouldn't be an after-thought to slap on. Figure out where the normals and spec maps can be used to highlight and embellish details that already exist in the texture.

However, it's a great step in the right direct. The major hurdle is getting it all in game...that then starts the nearly endless tweaking processes to really perfect how these look.

+3 votes   article: Progress Report
Lazy6pyro Mar 21 2011, 4:27pm replied:

Is that such a bad thing that modders will question the content of their work?

There is no "mod police" because ModDB isn't the only place to store, house, upload, or discuss modding content. It's the largest, sure, but not the only place. No one, not ModDB nor any of it's admins or users, are preventing the development or distribution of the SS mod; it is simply on their own dime (not ModDB's).

Mind you, this is the first mod that has been closed due to partially controversy. There have been loads of other mods closed or even denied because of either the use of stolen copyrighted work or and other criterai. I, for one, am not opposed to having stricter standards, as long as existing mods are grandfathered in.

As far as specific changes. I can only guess here, but since the whole point of the mod was to drive up such a ****-storm of controversy to be flatly-put ignorned was it's downfall here. Pawnstick nor any "anonymous" user on the team actually cared that ModDB was getting all of this hate mail. They never wanted to address the issue head on; they were more content to ignore, laugh, and troll. Frankly put, if I was running a company (ModDB and Desura are in-fact companies), and I had to take the time to respond, or even set up a mail rule to clean out my inbox from all of this hate mail I had nothing to do with; I would not only delete SS mod from the database, I would also BILL Pawnstick for my time in doing so.

The creators had the luxury of ignoring and even making fun of the controversy because they were anonymous; and no one was willing to be the name and face for which all flack was thrown at. No one was even willing to stand behind SS in name and identity. No, they were content at shoving that off to a third party (ModDB) and laughing at them too.

I think, in short, the whole lesson for this if that you are willing to be controversial and creative, don't hide your neck while sticking out someone else's neck to take the fall for you.

+2 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 20 2011, 3:21pm replied:

You're not understanding their point. They did make a decision for ModDB, as they are they leaders of ModDB. You aren't a part of ModDB as a company or even a website; you're a fan who has been allowed to use this website. That's all you are; that's all any of us are. No one is stopping from not being a fan anymore; you are FREE to click that X in the corner and choose to not participate in this "selfish" community anymore.

I have yet to see anything actually happen. Where is all of this distrust manifested? Why aren't Where are any actions? No one has DONE anything in response to this. Talk is cheap, Phil. Do something about it; if your assumption is correct, then people will join you. So far, no one has done anything about it, and I suspect nothing will be done about it. Because everyone is content to be a backseat driver, but no one wants to drive themselves. Step up.

+1 vote   article: Why we removed the school shooter mod
Lazy6pyro Mar 20 2011, 1:27am replied:

Don't pretend that you're speaking for everyone here either. You're not. As the comments have shown; the community is just as "on the fence" as they were. There isn't a majority either way; it's divided just as it should be.

+2 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 9:05pm replied:

ModDB didn't pull Checkboard's own website; their ability to speak isn't being affected. They can continune working on their mod as their heart desires; they can even promote their mod as their heart desires.

You mention Westboro BC, but this is unlike that situation. They are on publically-owned land when they speak, and that speech is protected by the Constitution. They are free to speak as the wish on their website because they own the website and are not committing any illegal acts. Westboro, however, would NOT have the right to come onto my website and drag me into a messy public affair.

If you want to talk about a lack of freedom, look at their own forums. They screen each member to see if they will allow them to post. They will ban you for whatever reason they feel like (as long as it is the "majority" of admins), and if you are banned, your IP will be posted; allowing people to DDoS you or worse.

+2 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 12:42pm replied:

Well, thanks. Coming from you, that's a pretty big compliment.

+3 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 12:41pm replied:

He's three comments above you, named Pawnstick. He's just trolling all of you and ModDB. TBH: I give the website another update before I can't find any more avenues to troll and let's it die a successful troll mod.

+3 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 12:27pm replied:

You're loving this whole 4-page+ discussion stemming from your little experiment, aren't you?

+5 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 11:40am replied:

You're freedom of speech ends where mine begins. The fact that ModDB itself received messages and threats is where it entered ModDB's domain.

+2 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 11:37am replied:

You're free to click the X if ModDB is becoming a place that you don't support anymore. That's the beauty of the free Internet. You can still get all of the mods you want (albiet, probably not as easily), and you don't have to interface with a website in which you believe has failed the community. If the majority do actually believe what you assert, ModDB and Desura will fail.

+3 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 11:24am replied:

When did "Big Brother" say so?

Last I checked Intense made his decision of his of free will.

+15 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 10:59am replied:

MoDB isn't a government, and has nowhere near the power of a government. It's, simply-put, a well-known and privately-owned website. Here's why the Martin notes have zero relation: ModDB relies on the popularity to survive as a platform and a website. If they start shooing away a bunch of people that they disagree with, it is only in their own worst interested. They can't capture you; can't imprison you; can't kill you. If no one is left at ModDB, the website will simply die and we will all move on with our lives.

+6 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 10:51am says:

@card (my ******* self didn't comment correctly).

Freedom of speech doesn't exist on a privately-owned website; it does not and cannot apply. We can say all we want, but in the end, Intense and the rest of the ModDB crew are actually partially responsible for our actions.

+4 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 10:47am replied:

That's the great thing about being a capitalist. Now, YOU can host him. Intense or ModDB have zero obligation to maintain the hosting of any mod; I don't think you get that. THEY built ModDB from scratch to what it is, with the leaches at Checkerboard were using to spread their propaganda.

+4 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 19 2011, 10:40am says:

IMO it was a terrible quality mod to begin with. It used way too many stock assets. No actual design implementation was shown other than a ho-hum shooting gallery just about anyone with a little bit of experience in Hammer could do. Why this was getting controversy...I don't know. You're not shooting kids, you're shooting HL2 scientists and rebels with a terrible, terrible re-creation of a selection of modern weapons.

This mod was nothing but an attention-seeking mod to show how messed up people are. If you disagreed with their principle, you were also a target by people making real threats against them over a mod. That's exactly why the posted reactions on the main page of the mod, because they wanted to show how knee-jerky people can be, but they didn't consider everyone else but them.

Sure, ModDB pulling the mod is a knee-jerk reaction, but it's one they had the ultimate right to do. Intense (contrary to popular belief) isn't censoring, just is not allowing them to use the already established paths to achieve it. They are welcome to create their own domain and promote their work that way.

+5 votes   article: Why we removed the school shooter mod
Lazy6pyro Mar 14 2011, 4:56pm replied:

It's both. Godwin is the artist, who is known for his digital paintings. Instead of a pure painting he did a photo manip with some painterly elements.

+5 votes   media: Nod
Lazy6pyro Mar 1 2011, 1:48pm replied:

Not actually lost per-say, as my current (as soon as I update it) portfolio is hurm3d.com. The website was basically a project done using simple HTML in 2005(actually started in 2004) for an intro to web-design class. I periodically updated it, but just left it un-updated as I worked on a more professional page that falls more in-line with my professional goals. Most of the work that I felt was worthy enough for the time being was carried over to the new page as I work on building more personal works and waiting for my freelance contracts to have their NDAs expire.

It's kind of interesting to note that people like some of the stuff on there that I felt didn't make the cut. I guess it's a case of "one man's trash is another man's treasure".

+2 votes   media: Hanger
Lazy6pyro Mar 1 2011, 8:36am says:

Ah.. my old portfolio website. Good find :)

+2 votes   media: Hanger
Lazy6pyro Dec 8 2010, 8:26am replied:

Maybe that means the camo is working? :)

We can certainly still play with how visible the camo is on the vehicles. I might try a more muted approach on a few vehicles, and see how it works. Thanks for the comment and critique!

+5 votes   media: Nod Base in Hell Valley
Lazy6pyro Oct 8 2010, 9:08pm replied:

I don't think they used MoCap at all or if so just in very slim instances. MoCap is really only good for exactly matching what a human does that is very specific (like an athlete's throwning motion or an actor's exact expression). In many of the shots, so much data "massaging" of the capture points would have to be done to blend it into the environment that it would more than likely be easier to just keyframe/simulate it. Many of the characters' movements aren't very MoCap friendly.

+2 votes   article: Sintel out!
Lazy6pyro Jul 9 2010, 3:40pm says:

Good stuff!

I'd like to see a little more variation in the color of the bricks. It needs the nitty-gritty details that break up the monotomy of the brick-lines that also sort of unifies the whole piece. Of course, don't make it too realistic, to keep in line with the cartoony overtone that RA3 has.

Some examples:

That said, you've progressed quite a lot in your skills. Keep it up!

+2 votes   media: What the heck, one last teaser
Lazy6pyro Apr 11 2010, 3:21pm says:

The shader looks great, and SSS looks superb. I'll definitely excited to see it finished.

+1 vote   media: Vito Corleone Model
Lazy6pyro Mar 27 2010, 10:25pm replied:

Well, I mean they did ship several games during the 4 years... BFME, BFME II, Rise of the Witch King.

But that doesn't decrease the awesomeness of QSN's developments. Amazing work.

+1 vote   media: Imitate CNC3 desert terrain
Lazy6pyro Mar 26 2010, 8:22pm says:

It's not truely organic as I still see some hard-surface modeling techniques instead of the edge-loop organic technique. This is especially true in the head area, as it's too uniform. It's smooth, no doubt, but in a precise machined sense. If you want to go for organic make it less perfect; nature is never perfect.

That said, the style really reminds me of Feng Zhu's work (which is certainly not a bad thing at all). I think your blend of organics and hard-surface modeling really makes this model stand out.

+3 votes   media: Saraphaegeras
Lazy6pyro Jan 4 2010, 5:09pm replied:

We want to keep a very real and distinct TD flair; not Renegade, which takes place in a different time in CnC's fiction. If any geometric changes are to be made, it will be either proportion changes or slight differentiations with the current model/texture.

The stone look was the original idea, given from our concept. We will play with a stone/metal hybrid and see how that looks in comparison.

EDIT: My bad; this was meant to be in reply to ScorpionaArtileria.

+3 votes   media: Obelisk of Light
Lazy6pyro Jan 4 2010, 1:36pm replied:

Never count Nod out when they have build a Temple of Nod in the area. :-)
You know how Kane is; he will make GDI think they have won, but then give them a nice present in the form of a ICBM.

+2 votes   media: Tiberian Dawn Gameplay Teaser
Lazy6pyro Nov 14 2009, 5:03pm says:


One note though, his left arm has a very noticeable loss of volume when it is bent at the elbow. Hopefully, you guys can tweak the bone influences a bit to make sure his bicep and forearm maintain volume.

+4 votes   media: Rocket Officer
Lazy6pyro Oct 27 2009, 10:18pm replied:

Thanks for the compliment; I painted it by hand.

+2 votes   media: Nod Flame Tank
Lazy6pyro Oct 5 2009, 6:10pm says:

Does it come with a complimentary Sean Connery? :)

Anyway, pretty good model, although I'd take a second look at the bottom, center where the two parts of the hull come togeth. You have some very wierd faces that are causing some strange smoothing with smoothing groups. I'd suggest you rebuild that area.

+4 votes   media: Major Media Update #1
Lazy6pyro Sep 9 2009, 2:30pm replied:

Have you guys thought about how you are going to accomplish that deploying lightshow? Keep in mind that you may have to add in some additional meshes for it.

+1 vote   media: Psychic Dominator
Lazy6pyro Aug 26 2009, 11:57pm replied:

I see the finger-in-ear-LALALALALA tactic is strong with you.

0 votes   media: The real box cover for TT
Lazy6pyro Jul 9 2009, 1:54pm replied:

Then we can have Tiberium at War: Kane's Assault....

-2 votes   media: Command and Conquer 4
Lazy6pyro Jul 9 2009, 12:09pm replied:

Westwood/Virgin Interactive (WW's publisher) was BOUGHT out, which means all those whom had a stake in the ownership received payment and agreed to receive said payment.

WW Sold out.

+1 vote   media: Command and Conquer 4
Lazy6pyro May 18 2009, 10:18pm replied:

I agree with Vike here. I think it would be better if you used a variant of the Willys Jeep or supply truck (forget the name). This would help clear up the large time gap, as well as tie well into the original RA allusion that the Confederates have.

+1 vote   media: Confederate Ambulance
Lazy6pyro Apr 30 2009, 9:03am says:

Looks good. Nice solid, sturdy design; very reflective of German engineering.

One word of caution though, adding a box of concrete at the bottom may make the structure seem like a toy just placed into the environment once you get it ingame. Do some usability testing on it to see if that is really what you want.

+2 votes   media: Land Assembly Facility
Lazy6pyro Apr 28 2009, 10:32pm says:

It's not bad for a first attempt.

First thoughts: looks heavy, like the rotors will not be able to support it (if you do some google image searching, you'd find that rotors are quite a bit longer in order to have enough surface area to generate lift). It also doesn't have a real, clear profile of a helicopter, but more like an airship with rotors; no indication of cockpit. It also has some airflow problems, the tail in particular is far too wide and has too much of a vertical profile instead of an angle or sweeping curve.

I would suggest re-model it with a couple of helicopter references as a base and try to match your model to the references. After you get the basic form of a helicopter down, you can then go and make stylistic changes to the form. That way you can make sure the thing stays within the threshold of believability and functionality.

+1 vote   media: Nighthawk Transport
Lazy6pyro Mar 13 2009, 1:00pm says:

It's a pretty good design. It really captures the Yuri style quite nicely, but there are some mechanics I question and some engineering concerns.

The exposed tread will be a weakspot and I'm not sure that anyone would design something like that; it's like you are just asking the enemy to shoot there and stop the tank right there. (Which is why I had a big problem with the Scorpion tank in CnC 3). The right tread elongated may be a huge issue while turning, especially turning right.

Also the way you have it set up, the right side is basically a blind spot since the turret can't rotate fully or it will shoot the tower. Maybe you should design the deception generator onto the back of the gun turret and make it less tower-like because, again, a tower is a definite weakpoint.

+1 vote   media: The Deception Tank
Lazy6pyro Feb 9 2009, 1:06pm replied:

Not really. It's pretty much chump change for any business, which is who they are targeting. It's offset by the revenue a business can bring in with this kind of software. An architectural walk-through usually costs around $10-15,000; so with only one contract, you've already made a profit.

If you have some friends at a local university, they usually offer a highly discounted educational version (the one near me is about $100 for a year-long license).

Now there are free modeling packages. Google's SketchUp, Wings3D and Blender are some of the better know freebies.

+1 vote   media: Liberator (Version 2)
Lazy6pyro Jan 20 2009, 11:47am says:

The model is still just an assembly of primitives, and still rather simplistic in design. A simple suggestion is to maybe get one of the concept artists to design the "style" of the buildings in order to get rid of that "simplistic syndrome". Also get some ideas from images of factory buildings and what-not. Your model is not bad at all considering you have just started modeling. I would do some digging on polygonal modeling techniques before you make too many models for the game, otherwise you may have to end up re-doing them once you see how they preform ingame.

@ Ruby
Just because a texturer CAN fix those issues, doesn't mean he (she) should. Their job is to just texture the model, not optimize it because the modeler can't comprehend polygonal modeling and model optimization. Models must be as efficient as possible, otherwise they are bad models. Sure, the texture artist should have input on what they can replicate with texture, so no detail is lost.

+2 votes   media: German War Factory (v2)
Lazy6pyro Aug 15 2008, 12:51pm says:

I think it would have been better to show a clay render with an AO (ambient occlusion) pass for the model. The model, from what I can tell, looks great, but the texture really does this model a disservice, being that it is a default from 3ds max (or it looks very similar to that texture). The texture also bleeds and blends in with each other (especially when using just a single image tiled), and that can really make your objects look worse. As one of my professors said, a great texture can make a decent model look amazing, but a poor texture can make an amazing model look like poop.

That being said, I suggest that in the future, make your WIPs look decent, because, as I'm sure you are well aware, people tend not to read the captions, which may cause you to loose potential watchers or players.

If you want to show that the object is unwrapped, show it with a checker map or by showing the UVs, along with a beauty clay render pass.

+1 vote   media: Crushed Viper #1
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