I think scaling UV areas comes more in place whenever you combine several objects into 1 texture. If you have just a gun you might want most likely to preserve a equal texel density among the faces. However when having for example a character, a gun, sword and or other objects you might consider giving those objects more…
Aside from the little quirks I keep running into that take some minor tweaking of the model the more I push her during the animation process, I think this one can pretty much be call finished. Just wanted to post the final results as I'm really happy overall with how this project turned out for my first modeling effort. I…
Here is an example of what can go wrong with object space scaling and hopefully knowing why it dorks out will help you work around it better, maybe even use it to your advantage in some way. Lets say you wanted to change the up axis of your model from Z to Y, (pretty common when transferring to another app that doesn't…
I do not know your background, but i kinda guess you took a big project to make for a portfolio. Such projects can take up months if not years to complete,so good luck with finishing it.What i recomend is, you'd better start making a good house as a portfolio piece, finish that completely, then go for another one.Don't aim…
Hey everyone, thanks for the responses - there's a wide-range of insight here that is more than helpful! SO, in summary it's looking like texture resolution and the number of drawcalls should be considered when modeling while vertex count is something to be considered for hero assets and mobile games. I did not know that…
Isn't this available in the header next to the widgets selection area? I typically always have it set to normal even though I never use the widgets because it really easily allows me to know my local and normal axis. Instead, when in normal mode I use g+z+z to grab along the normal's axis. This should work with the above…
Hey Keg, I just downloaded it here are my results/thoughts. Interface Issues* You have the UK/US color and colour in the color menu. * You say press color to choose, which can be confusing. Does one press the name color or the color on the side? * If Wireframe can only be supported alone, it should auto disable the other…
I have sidebar gadgets on my desktop which tell me how much ram etc. is being used. I was just doing some testing and I noticed something unusual. If I have the scene open with just one of my objects visible I can see my gpu is maxed and the ram usage is at about 400mb. As I unhide the remaining textured objects not much…
The mod is going to be a mixture of physics based puzzles similar to the currently half life 2 genre. And incorporating the Lucas Arts puzzle adventure game style (monkey island, sam and max, full throttle etc). An inventory system will be set up and players will pick up and use items in the game world. Unique animations…
Here's a quick way to to it procedurally in Max using pflow, it might work for you (if you're using max :P) : Build a couple tiny pebble models of various sizes. Convert to editable poly and combine them into a single object using attach. You can unwrap and texture them if you want, it may help for baking later. Throw down…