Someone correct me if i´m wrong, but i think it´s not something you really care about when modelling, the tesselation is completely shader based. The algorithm uses different techniques for different cases, like planar approximation between the high poly and a plane(how much difference in height is allowed etc., like you…
Sooo... I am having monitor calibration issues, I've sent this to a few people and they said it was not too dark, but on my monitor, it looks horribly dark. Does it look too dark/too bright to you? Feedback esp. on this front would be awesome so I can fix the problem. I also broke-up my tiling brick texture with a…
Uploaded with ImageShack.us alright, no more dicking around, time to get back into game work, and I've started with some style exploration, mainly inspired by Jfletcher, Darkcrusader and JasonL Not particulary happy with my brick. Viewed in UDK with 1024 diffuse normal and spec. and i know thats huge for a brick im scaling…
Have you done any research concerning colour, Highelf? All of the reconstructions I could find were indeed brightly white, but most reconstructions of Roman era buildings are flat out wrong; the ancients loved to paint something whenever they could and they had quite a gaudy taste in art. I have no idea what the Colosseum…
So I scrapped the rock pillar things I had in favor of walls. These walls are textured with some fun image manipulation I did with a render of bricks I made in zBrush rendered in Maya and the texture I've been using. Then to show damage and so fourth I combined and tiled a few images. What you see below is just diffuse and…
Thanks a lot mate! Taking the time to explain it helped a lot (I know it was probably a pain in the ass). You know now since you got the house plan all drawn out, you are going to have to model a stylized version right? I think the last question is this, so far I have only seen the ability to create UVs off faces. So for…
I fear your uv islands may not be the same scale relative to each other, but I don't know if you did that to fit everything tightly into the uv space. Your render is a bit dark and you have all smoothing groups turned off so it's kind of hard to see it properly. Also, about your brick work.. If it's a pillar I dont think…
After working on Six Days in Fallujah I'm pretty much an expert on the slums of the middle east and rule number one is mix up the building materials. Exposed bricks, exposed cinder block, stucco. Everything was thrown together and poorly constructed. All the buildings were made by different people and look completely…
I'm a noob too, so take what I say with a pinch of salt :) The textures seem a bit large, for example the bricks look too big compared to the bed (maybe should be a 3rd smaller?) And the floor detail looks too large, which could be helped by increasing the amount they repeat on the UV coordinates. The hole in the wall and…
Well, no real details on how this is being used makes it difficult enough to give feedback on, and with the stipulations. Whew. Anyway... From the ground up... There's no real foundation, the outer brick just goes straight into the ground. The base could be a thicker, stronger stone that is feather out with weight at the…