If you make the floor a seperate piece you'll save yourself some Triangles. Maybe with the saved triangles you could build a firepoker and other fire-poker-like tools.
Well, I'm building it as though it was a game asset. You wouldn't want to do that to the floor, since the vert lighting would be pretty dang funky
I am building a fire poker set, though. It's going to be alpha'ed, on the cylindar in front of the fireplace.
Well crap. I was already 75% done texturing my scene, before hawken decided to change the rules. I'm just going forward as-is, with a 256x256 texture. Oh well.
Vassago, you don't have to re-texture it if you do something like what I did with my Polycountville entry.
Just make a duplicate of the current model, make new UV's, then use Render to Texture (with antialiasing and stuff like that all turned off) to render the original texture onto the new UV's. Should work like a charm!
Higher res???? It's the same, really :P
I decided to redo it to fit the 'modified' specs. Lost some texture res in areas, but looks pretty similar overall.
Hawken - if possible, please do not change the challenge rules/specs once posted. It's really annoying to go back and redo things you've already done. Thanks
My one suggestion would be to add more shadow to the layers of the tree, I think it'd give it more depth - the tree itself is looking very flat right now. Might also help to shuffle verts around in the tree too, just to make it seem a bit more natural.
Replies
Still got about 30-35 tris to mess with.
I like it.
I am building a fire poker set, though. It's going to be alpha'ed, on the cylindar in front of the fireplace.
you could save 8 or 9 polygons on your split mantle
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I did that so that I could mirror the fireplace & mantle to get more texture space for other things.
I see you've updated the challenge as well.....I was nearly done with the textures for mine too.
Doh.
yay.
Just make a duplicate of the current model, make new UV's, then use Render to Texture (with antialiasing and stuff like that all turned off) to render the original texture onto the new UV's. Should work like a charm!
I decided to redo it to fit the 'modified' specs. Lost some texture res in areas, but looks pretty similar overall.
Hawken - if possible, please do not change the challenge rules/specs once posted. It's really annoying to go back and redo things you've already done. Thanks
My one suggestion would be to add more shadow to the layers of the tree, I think it'd give it more depth - the tree itself is looking very flat right now. Might also help to shuffle verts around in the tree too, just to make it seem a bit more natural.
(rules got changed because of something someone brought up that made sense... before the challenge officially started (today)! )
uninterpolated pixels make these things look so nice.
Josh you're silly.
Hawken, damn. I just noticed that. My bad! I was a bit too early :P
It's green...
When I swapped the Uv's for the RTT function, some were a bit screwy still.
Alex
- BoBo