After some experimenting, I noticed that increasing the Lightmass quality (Indirect Lighting Quality, Static Level Scale) did not help much with removing the black edges. I got much better results however when I started aligning my second UV channel to the grid, which pretty much confirmed my suspicions that the issue was…
Yeah exactly. Some small things worth mentioning though: Don't terminate loops unless you have a good reason to. It's a lot easier to make changes if you can just select a whole single loop, or run extra loops without having to do any manual edits around terminations. I also like to work with pretty much everything snapped…
looking good, great update, have you tried using a grid? its an old technique for checking your studies. It was used a lot before computers, but its still great for studies, since you dont just overlay the reference and "cheat" your way through =P you still have to analyze the result and paint yourself. here is a quick…
Just a suggestion, I just tried that right now and it seems to work. Snap your UV shell as you did then snap the scale pivot at 0,0. Make sure it fills the 0,1 space (in the U or the V axis depending on the initial ratio of your map) and make sure the last row or line is snapped to the grid (D+X+middle mouse to snap the…
I didn't really have a set plan starting out. My first texture was a brick wall where I found that a height of 16 pixels gave me the right amount of space to add the details I wanted. From there, I set up a 16x16 grid as my PSD background and tried to keep most things on the grid (or at least a power of 2). That made it…
Just chiming in to say Use the grid, Luke. Once you have a unit size decided, it's relatively easy to start eyeballing and sizing things into the grid lines. Also look into setting pivots on your models- sometimes it's easier to place and size something like a tank or a building if the pivot is in the lower-forward corner…
Thanks for the reality checks and recommendations, guys. This thread reinforced what I was reluctant to admit, which is that I wasted my time and have nothing to show for it, besides a few bad 2D shorts. I guess it's time for me to start grinding, and post-grad I'll need to figure out a day job while working on my…
Still not entirely sure what your problem is there, but, have a look at this one.. think that has the solution.. if the adjacent rooms is what you're having trouble with? And no idea how unity treats double-sided shadowcasting or lightmapping in general I fear. These are 30x30 unit grid-cells. Each closed wall with an…
It's something that you get better at over the long haul-- best thing you can do is watch those perspective videos, let'em percolate for 6 months and then watch them again. Learning from better artists you can only take in so much information at a time, and so as you get better you'll be able to go back with renewed…
@Mike Yevin thanks for that, it does look alot better when you show it like that. I've made a few changes since my last post going in that general direction, but seeing other things that could be done with the colour scheme and style helps a lot. As for the left part, I couldn't agree more, I've repurposed and resized it…