Thank you for the in depth replies. I really appreciate the help you continue to give. Just a few years ago, not all studios were using fancy game engines such as Unreal Engine 4. So, level designers weren't creating level layouts in BSP/Brushes. They were using 3DS Max, Maya, Modo or Blender. Whatever the game company was…
I really think you should take a look at your layout, if you make changes now you will be saving time later on. I've put a bunch of things together I think you should take a look in your layout, - The map generally leads to this central chamber, but this area has little ambition add balcony's, height differences and really…
TexTools 1.3.0 is out! Download & manual http://www.renderhjs.net/textools/blender Changes * Baked image list: select and open image files. * Pin & Relax: Pins edge loops and relaxes related UV islands * Improved general UI: checker map button * Improved baking UI: single texture mode now part of the baking sets list. *…
There are definite issues in the UVS in the models due to the extraction process. Possibly some precision errors, but the stretching seems to go more than just a decimal error would be. You Can fix that up to match the wireframe UV layout as provided in the PSD's by relic. Definitely stay with their UV layout or your skins…
It could be a couple of things, its hard to tell without seeing the topology of the low poly, the UV layout and the resulting normal map. Off the top of my head, based on the info here... It could be an issue with the way the low poly is unwrapped, there might be overlapping UVs or edges that are too close to each other.…
So today i worked on my mockup for the level, because inside of unreal i only made a quick sketch to nail down the idea, today i started building up the mansion with my previously created building blocks. Some meshes are still a blockout because i have no mesh for them yet. Also some bigger pillars to support the…
If you're going to be a level designer it's always a good idea to draw quick sketches of the map layouts on paper first. I know for a fact that Valve draws every map for all of their games on paper/white board before they even touch Hammer. These layouts can either be isometric views or, the more common choice, aerial. By…
I think, design-wise, you're going to be battling the simplified shapes and layout of the SNES game if you decide to go for a literal remake of the scene in a photorealistic style. It will never look good because the simplicity of the original will sabotage any kind of realistic texture work you do. They clash. You could…
I'd seriously consider redoing your layout. Straighten all the islands, detach all the edges that fall along smoothing group borders and then pack them again. your loosing what must be 40-50% of your texture space to bad layout. 512 or 1024 should be enough for this. So far as the rock goes I think your putting far too…
Thanks a lot Eric, big help as usual. I'll have a go and see what I get. I think UDK does indeed use UV2 for the lightmap so it'll have to be one sheet for each tree. With that in mind, using Em's layout approach, should I just stick the bark tile in one side of the sheet and use the remainder as in Ems layout? Finally,…