very nice work! I really like that spider crab level =) . I think the layout is fine, very easy to see what is what and you know what to expect when clicking a thumbnail.
For environment textures, I prefer a Tall layout for horizontal tiling. The engine my current project is using creates seam artifacts in specular maps with vertical mirroring. I don't have a technical understanding of it.
I was actually going to post that too, but I forgot. Never heard that term, and google doesn't return any results on it either. He seems to be referring to a unique uv layout in 0-1 space...
Thank you! I plan on adding a second tutorial about correct texture layout and texturing in general for trees as most people here are character artists and we environment artists need love too!
Yes, you can save out all your layouts, hotkeys etc and back them up and load them again at any time. They even usually carry across multiple Max versions.
I think the layout looks great! Do you have somthing other than a crate to feature in the 3D environment section? Looks like a nice crate but a more complex object might be better.
Lookin awesome! The uv layout could have been much more low poly-esk. A lot more mirroring and use of solid blocks of color. All in all it looks great nice work =)
I_think_With_underscores always a mistake to start building props befor at least blocking out the env...wheres the block/layout propping a scene out should come between second and third pass IMO owen_shepherd.bmp
How do you view the generated map images from the PC server? I wanna see how the current layout looks, also point out the outpost that's being built for community use.
I am assuming your using max, how deep is your question? do you know where to start or your just curious about the uvw layout? http://www.poopinmymouth.com/tutorial/tutorial.htm