I like the angular patterns you have cut out of the back wall, I think that adds a nice effect. I understand the modularity of the design, just be careful of those pipes being too dominant in the scene, they are drawing long straight lines all the way down your scene and being able to break those up a little bit with some…
Here's my quick example, a bad one You can make your UV's more readable by adding secondary edge loops, this will allow you to make things a nicer layout for painting in photoshop, but without the supporting edge can lead to the normals displaying wrong. Ben Bolton is pretty much a pro at this, and has shown in various…
i heard that that is what prohibiting modding support and level editor though. since nothing is modular, only huge 2d backgrounds which takes a lot of time to make, its really hard to resuse assets to make new content. making it all 3d would be a fair trade off for a sequel in my opinion. my number 1 wish for this game is…
loving those sculpts LRoy! example of how the modular sets will fit together for the customisable female. currently missing: belt, sleeves, textures for everything, normalmaps for boots. each piece is designed to fit together at certain points, so you can have them in almost any combination. i imagine at some point down…
your model looks awesome bro! where did you get the concept? and I suggest going the hand painted route. It will go with the look a lot better. though i do like the floor, is that hand painted? And i think u should put it in the middle of a town or something. Might be a lil much, but if you can just bust out some 3-4…
Sure! for the base, I sculpted the corner section in Zbrush, and baked it down to a lowpoly modular piece for use on each corner. Then I took the baked texture maps and made them tile for the rest of the building. To save a bit of texture space, the wood shares the same sheet as the base. Here's what the hipoly looks like…
I think it comes down to whatever method looks good and gets the job done. At least here, people have different texturing methods. At the end of the day, they have to hit a certain quality within a deadline. How they achieve that is up to them. I'll add that in all of my interviews, my texturing process was never…
Well since you're using a bunch of the same mesh, it only has to load that one mesh once, then instance it throughout the level. If you uniquely modeled everything, even repeated details would have to be loaded multiple times. Instancing the geometry should make it more efficient. Take a look at this thread which goes over…
Stairs are looking much better now. The atmosphere, mountains, clouds are all looking fantastic. Just a quick question, how are you going about constructing this? Is it brick by brick in UDK or modular wall 'segments' duplicated around the place, or something else entirely? Only thing by way of critique I have is the…
Yea... its hard to visualize. Are you having a modularity problem where you can't get the different pieces to flow together? Are you having a problem where you don't have enough geometry to define the cliffs? Or is it that you have the cliffs defined but need them to bend and scale in ways the geometry won't let you do and…