So I just wanted to practice in modeling some game-level parts. This one is a sci-fi base with flag podium for "Capture the flag" game mode. I was aiming to use as less tris as possible, so in the end it came to 2620 tris in total. Screengrabs and DirectX Shader. Feel free to give advice and criticize! :poly121:
Thanks in advance!
Replies
* The floor panel textures that tile, they just don't fit in that way where they get cut off, looks messy.
* The normals are really bad, smoothing errors all over. May want to look into splitting your smoothing groups up better.
* GENERIC FONT IS GENERIC
If you REALLY need to do the floor like that, then simply split the geo up and use a much smaller but higher resolution texture, will come out much better.
The blue border is tiled, texture it with a single 512² tile.
The floor is tiled, texture it with a single 512² tile. (add some separate trims)
The wall is tiled, texture it with 2 512²s (one for the bottom, 1 for the top)
The stairs are tiled, you should see the pattern by now.
The flag base is tiled and rotated, lorem ipsum dolor sit amet.
That huge bent bar/bracket is tiled, asdfasdfasdf.
Odium, could you explain more about smoothing errors and about splitting smoothing groups? Or maybe you have some tutorials or articles on that?
Shader, so what are you is saying is that instead of creating one big floor, I should model tiles and apply separate textures on them? I was always afraid that it will a big waste of tris?
Thanks again, your critiques are very useful. Please keep telling me my mistakes
Here's a bit more info on modularity:
http://wiki.polycount.com/CategoryEnvironmentModularity?highlight=%28%5CbCategoryEnvironment%5Cb%29
How to use trimming:
from http://www.hourences.com/tutorials-texturing/