here is some primitive base meshes everything is broken up into pieces, and the idea is to bring each of these into z brush and sculpt out the environment and then make an optimized mesh in topogun. the larger pieces will rely on more tillable textures while unique texture maps will be used on the smaller pieces. I also will try and learn how to vertex paint and use decals in the mean time.
I want all of the low polys to look good together in z brush before I start texturing and when I am satisfied I will upload it in UDk and start the texturing process.
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here is some primitive base meshes everything is broken up into pieces, and the idea is to bring each of these into z brush and sculpt out the environment and then make an optimized mesh in topogun. the larger pieces will rely on more tillable textures while unique texture maps will be used on the smaller pieces. I also will try and learn how to vertex paint and use decals in the mean time.
I want all of the low polys to look good together in z brush before I start texturing and when I am satisfied I will upload it in UDk and start the texturing process.