Ok now I think I understand what you are talking about. First off let's be *very* precise. What you are specifically talking about is the look of the top and bottom edges of the embossed details. In other words, this whole thread is about this and only this (which if I am understanding you correctly comes from a 2D to…
uv's have nothing to do with even topology layout. even topology is what you want for sculpting. otherwise when you subdivide and sculpt detail will be of different quality over the surface. your cage is only an issue after resurfing and it does not need to be totally even. any algorithms that will get widespread adoption…
Alec: No such thing as too much customization. Its all about accelerating your own workflow. I do actually have one of those multimacro game pads for just this purpose. I haven't actually used it as much as I thought I would, though thats been more a workspace issue than a control surface issue. And yeah.. my keyboard…
Posting up some of the preliminary stuff I got done yesterday (today will be all sculpting, all the time). Settled on a layout: Built out the super rough blocking in Maya (colors still correspond to those in the layout drawing's key): Brought it into Unity and got the basic scene set up with a quick character controller.…
The prop seems rather small. Keep in mind that propellers of the period tended to be 6-7' in diameter. The reason for the bent wings on the Corsair was to provide clearance for the propeller without excessively long landing gear. The engine also seems a bit undersized. Landing gear might be a bit tough to add for this…
anyone seen that tutorial on environment mapping a wall, that was similar to poops on thirding but it had a brick texture and blue circle and arrows and it had end caps and was showing how you can layout for using like 4 textures for a bunch of walls? In english thanks to NoelCower; anyone seen that tutorial on environment…
I am probably misunderstanding your question, but you'll likely need to provide more detail. I think I am mixing a few terms together (it's confusing having to consider pixel vs texel vs fragments) To calculate your texel density doesn't that depend on your texture resolution and uv layout? When you say "by entering in a…
I second mLichy's advice, I started to go too big too fast and it made my map very boring. Anyway, the real reason I was replying again was to give you this link: http://gearsofwar.wikia.com/wiki/Gears_of_War_Wiki Look through the Gears 1 maps, they have the original layouts posted on most of them. It gives you a real good…
As none of us are concept artist, we had a hard time visulasing how the layout would look. So after the photo-bashing we started doing a basic maya block out. Most important was to figure out how to make the throne as it wasn't in the first concept. After several sessions of testing the layout, we decided to go back more…
Lets take a look at two city generating tools, ghostTown and CityEngine Lets start off with CItyEngine, If you watch the video on their site its pretty amazing. * Point click streets. * Feed it a map and out pops a city. * Define building age by typing in a date. * Drag a street corner around and everything adjusts in real…