Hi,
I got a question about meshes, that consists of several smaller parts.
Every time I built a wall out of many different bricks (or floor or whatever) I get a weird result during lighting process.
Low poly mesh -> high poly, detailing in Zbrush -> baking the details onto the low-poly mesh. And then I get weird results.
Like take a look at the back wall tiles. They lighted up horribly.
Should I weld them together somehow, before exporting? (The lightmap is done according to rules)
Replies
Now, in the lower example in UDK it looks uniform. What am I doing wrong here?
Or if you must use individual bricks, use method #4 in fonfa's image.
Okay then, how do I add cracks in there. I mean a big piece of floor is destroyed and there's sand underneath. How would you do that?
http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
http://wiki.polycount.com/ModelingRubbleIntoAPath
Philip K's tutorial is more about how to create low-resolution geometry from an existing texture. How to cut in edges, extrude, simplify, create ambient occlusion, etc.
Edit... Joshua Stubbles' tutorial is using two tiling textures, but they don't mix. There is no blending between them. It just uses carefully-positioned polygonal edges to make it look like they are seamless. But there is definitely a seam between the two textures.
So you don't need to make separate pieces for the floor, which saves lot's of time.