512x512 isn't bad for your portfolio, as you want to show off your texturing skills. But depending on the game the amount of texture space you should use for that varies wildly. If it was a player-held prop, like say a third person game where you can beat people with it or throw it, 512x512 would be okay. If it's just…
You could still use one material/texture and reuse it on different house meshes. You can tile in one dimension by having the subtexture as a vertical/horizontal strip in the texture. The reason I advised against it was performance impact, multiple textures for one is going to cause additional draw calls from the state…
Hi Ace, Not sure if I correctly understood your problem, and I'm aware that you've mentioned compiling in your post, but I'm assuming that you are refering to baking static lighting. Did you try opening the World Properties menu, going to the Lightmass tab and enabling the "Force no precomputed lighting" option? You will…
Danr knows what he says listen to him. NNStga's are nintendo format based on the same compression methods as the .dds format. One of the options is 4x4 compression. Basically the best compression i've ever seen in my life. Any studio producing for the DS that isn't using it should be smacked upside the head. One of the…
Here is variation (Or more like loosely based) on Marks script. Just a very quick job so far to fit my use for this. Also hardly tested at all. I'll probably add some more to it tomorrow tough. Edit: Updated. * Exports selected Meshes (Editable Poly and Editable Mesh) or all meshes if nothing is selected as one fbx with…
It's actually one of my favorite topics when it comes to 3D modeling for computer games, and as you can see - others as well. The answer to your question is very simple: do as you wish and suits you best. I personally would not go with the "extra polys just because I can", but instead you could think like this: - What…
thanks gents for all the nice words and crits.. @ bradmyers82-- definitely man.. i rushed the finger tips a bit.. thanks for the reminder @ S!nz-- yeah man there are more areas i would like to push.. especially the afterburners.. perhaps more line work in the car detailing.. and more painted lighting.. try to give it more…
Razgriz: There is no UV split, I just learnt that you had to do that, so I will be re doing the unwrap and the bakes. I will also add geo to the buttons, I know the bake didn't like great, but I just meant they were actually working (just not really strong). As far as the render setup goes, I learnt it from the EAT3D…
(i made a new account but im actually a shy polycounter of several years and I know how to model etc.) after a long break away from modeling I'm planning on making some buildings for Dayz. (i tagged Arma3 in this because it seems a lot of the workflow is identical but somethings are different and this post could help arma…
Okay here is a new project I started for a mod group called: "Fist Full of Frags". http://www.fistful-of-frags.com (I think the site might be under construction now, but you can see plenty of videos at youtube if you do a simple search) It's a half life 2 multiplayer modification settled in the old west (player and…