Sorry I ignored this when it was posted on one of my items, I do that for all links in workshop comments, but I have done it now that you reached out through Polycount. Good luck with the endeavor. It is really cool that you are doing a thesis on this subject.
The working electronics clash with the plantlife. I think a better source of light might be a hole in the cieling. Post apocalypse shouldn't have power plants to make the trains run on time. The individual items look ok, but they don't fit with the title, and they don't work together.
64 is still a very low light map resolution, especially for larger objects. A 64 light map would only be good for simple and small things like those lanterns or the small items on the bar. 128-512 is fine for larger and more complicated assets.
You should still be able to export Crosswalk for v6 at http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13525184&linkID=12544121 With Actor X, use the full plugin instead of just Export .ASE, there should be an option for Obeying Hard Edges.
Update: Happy with the new layout thanks to Gauss for the paint-over!! now im gonna take my time in placing all the new items and propaganda. also thanks to all of you who have commented and shared your support! you guys rock!
Wow! the light looks a lot nicer now. In my opinion it would be nice if there were some kind of items in the bottom right corner of the fence, it looks a little empty at the moment. Maybe some black rubbish bags or something? Maybe others disagree though
Here are a few feedback items I am hearing repeated: *Fix issue where curvature and cavity maps are ignoring highpoly mesh normals *Name matching for automatic project groups *Method for loading and splitting up multiple meshes from one file
Here you go. I hope this helps. (Don't forget to assign the material to the object) EDIT: You might not have a cpvSets[0], but if you connect it directly to cpvSets it will create one. Or just hit the "Add new item" button in the mentalrayVertexColors node first.
Yeah, random props aren't going to cut it, an environment with everything put together helps. Btw, those shot of the gun are super ugly. Lots of artifacts, and general uncleanliness of the model. That asset at best is an item on the ground, not something you put up in someone's face.
I was looking at the tutorials that come with Max 8 a few nights ago, arnt there some tuts in there? I could be wrong but im sure there are. Almost forgot, theres an overview of hair on this Page: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5903856