Good day fellow poly counters! So, Ive decided its about time for me to start on some work for a portfolio, but before that I need to spend some time perfecting my skills. Of course, there's no better way to do that then to make models daily "or every other day depending on what work allows" and posting them here for all of PC to tear to shreds with there relentless critical fangs of love.
So here is the first model, kind of a warm up of sorts, the alarm clock that destroys everything that is good in the morning.
Now here is my first question for you good people, why is this hard line happening?
At first I thought it was because of my normal map but I faded both of the connecting edges on the map to the same color, but that had no noticeable effect.
Replies
Fading the normal map only worsened things, I'm afraid.
Could be that you didn't have smoothing groups set correctly when you baked (at least that's an issue that pops up in xnormal some times)
Would be helpful to see the full textures instead of the sectioned one in the corner.
I have a couple questions on how one would go about modeling this for a game, the first one being, would this all be one model or broken up into something like 2 or 3 models and in turn 3 different texture maps. From there Im curious what size texture maps/map would be used for something like this?
Anyways, Ive got a small segment modeled out and baked right here. Ill defiantly be modeling and backing this in pieces so as to save my poor little computer from its certain crash-tastic demise.
Probably wont be starting on the diffuse map until I've got the whole thing put together. Anyways, that's all for now!
EDIT:
Just realized that you actually on the team, sorry for butchering your wonderful work sir!
This could end up being 2-3 modules for facade parts, 2-3 for the roof parts, 2-3 for the "bottom metal wall" part (the section uder white wall).
The "jet engine" parts would be probably 1 module which could represent a quarter and being copied 4 times in a circle.
As for the textures, it would be efficient to make sets of tiled textures, which u will need more than 3 for this one.
EDIT: that is if considering u r getting close to it, and not seen only in background.