I decided I will probably need to ask some questions and get some feedback.
I'll start by asking about doing wireframe renders in Blender using Cycles. I followed the method outlined here
[ame]
https://www.youtube.com/watch?v=zjhdGY21WqQ[/ame]
and got this:
This is OK, but a lot of the wires are barely visible. It has something to do with the UV maps that were used in the process but I'm not sure how to fix it.
Has anyone ever tried to do the same and gotten better results?
Question 2, for now, is this:
How to fix the smoothing problems there?
Replies
As for the smoothing issue, it's because you have an ngon capping off your cylinder. Try one of these methods:
https://blender.stackexchange.com/questions/14579/fill-cylinder-cap-with-quads
The wire rendering the way you did it really seems to produce the best result. It's too bad that it doesn't work with Cycles.
Currently wondering whether I should move to full sub-d on my environment modules or keep sub-d'd details as separate meshes.
This is for game use.
I intend to use tiling textures with normal maps on most of those modules, or that was my plan, anyway. Now I wonder if it's common practice in other games to sub-d the entire thing and use unique textures for each module.
Thoughts?
I guess I need to do some reading.
Some info: I'm not trying to become a pro model artist, I'm an indie guy making his own game, so that's the backdrop to why / for what purpose I'm making my stuff.