Hell of a project you've started Curtis. I'm digging the overall layout, and looking forward to see what you turn out. You've already done a ton of the legwork it seems in terms of your technical and gameplay goals, keep up the diligence and remember them crates.
Progress shot on this guy. Made the traintracks! Created a spline based blueprint to layout the track and give it a more unique and less uniform look when you look down at it from eye level. Lighting is also not baked in this shot but I thought it'd be a good update.
I really like the underside of the bridge layout in the bricks, especially with the depth variation. Is that done using normals or geo? curious about how your wires look as well as how you are setting these trims up, looks like a lot of detail. Very nice bricks :)
hey guys, been workin for a few days on putting the scene itself together. here is what i have thus far. Please note the entire house is using the wood planks as a placeholder at the moment, it will be changed. this is more about layout and placement. Ding! 100th post.
a well done site. i really like the layout. more content is my crit. but the ones u have on there are so solid it is fine. nice work, i wouldn't worry about not getting a starting job and u have a good chance at getting a junior position.
I couldn't for the life of me, figure out how to get Mudbox to generate its normal map using mythe UV map layout of my lo res geometry. Is there a way to specify this? Is it even possible? I had to get it to work properly in max's RTT.
ah pfff, it wasn't even finished :X and i just saw its not the latest version, all the feathers are missing, there is a big hole in the uv layout, hmmm i think i worked on the latest version on my laptop, will have to search for it and update the files :S
There's actually a max plugin that switches all the max hotkeys to match the maya hotkey layout. Dunno if there's anything specifically for max users goin to maya, but if you got a friend who knows maya see how much you can bug him as you fiddle with it.
This is wrong. You can render a normal-map (even out of ZBrush, although I'd recommend using either Max/Maya/XNormal) to any arbitrary mesh with any UV layout. The base mesh doesn't need UVs at all if you don't want them.
Your UV layout is massive, so there isn't much to show. Each dark border represents the size of one image (aka one whole UV unit). Scale your shells down to 0-1 space then try again. This space is the box up/right from the center.