they are totally worth picking up--though there's some definite highs and lows to the level design. They were trying some really new things in the way those games approached layout, and while the success levels have basically become the bible for non-linear layout today, there are a couple of stinkers in both of the first…
model out a rough layout with placeholder art. From my experience: designer hands me a basic drawing of the level layout with run-times between capture points, I know a character can run x-units/second so I measure out and place capture points and plop boxes down representing various buildings and what-not.
Update: Been working on the wheels, but hugely struggling with seams (making them blend well, or adding edge highlights on UVs not connected) My current plan is to just do what I can and continue. Though if people have solutions or can point out faults with my UV layout, I would hugely appreciate it. UV layout:
jep.. the layout confused me too.. would make the menu more outstanding the "click on..." text says it already.. someone has to tell you where the menu is... and maybe some separatorlines between the paragraphs of the info-page would help to understand the layout faster the headlines and the normal text are also not…
alright, so i've got my new layout just about blocked in and a few updated bakes and tweaks. Figure i'l do a mini scene as most of you have suggested, going for an abandoned outdoor subway/train platform. Crits on the new layout much appreciated, dont wanna get too far into the revamp if it's looking off this early on
Hello there my beautiful thread. I am now back, from well just pure laziness. No excuses. this thread needs to get banged up again. I did not keep my own promise of posting an update each second week, shame on me =(. But first things first, were am I now and what has happened? Most importantly, I am done with the Highpoly.…
You've got to unfold your UV's so that you have the same pixel density across the UV shell. Look up 'UV layout', 'texture stretching', etc. Any UV layout 101 tutorial should explain the reasons why you are getting more resolution in some areas and also where there is distortion (stretching).
Why not save the UV layout of your model out. Then any model you suspect of modification, try to load your UV original uv layout. If fails, they messed with the Polies. If model goes to hell texture wise, they screwed with the uvs. However, this wont help if they only ever so slightly moved a few edges/polies.
Quick question guys: I have a low poly character that I'm unwrapping which is (essentially) completely symmetrical down the center. Obviously in my diffuse it would be good to only have to texture one side since both sides are the same If I want to overlap shells in my UV layout, is there anything more to it than mirroring…
So I'm not 100% sure if what I'm trying to get at is actually called UV islands. I've got a object comprised of tons of meshes. Each mesh has been mapped and laid out. I want to do an automatic layout again, but keep the UVs in groups of the meshes they belong to. With the layout, I'm attempting to resize everything so the…