With JohannesAg on that as well. the modelling is interesting but not seeing it textured and lit makes it hard to make out the look and feel of the scene. I'd recommend finding a 3D editor to work with for your scenes if you're looking to break in the indsutry (Unreal and Unity , both free, would probably be my top…
I think you pretty much summed it all up, modularity is key for game levels and UDK, 500-800 verts for a wall is well, kind of nuts. If it was for vertex painting use a blend for you alpha and that should get you the same effect and even then around 88 verts and thats maybe 512,16,128 in max with about 10 length and two…
4evra, What I would recommend is to break your stadium up into logical, modular chunks. Unwrap one "copy" of each chunk and get that sorted. Then you can combine all the chunks and wherever you need some unique detail you can select just those sub-chunks and separate them on the UV sheet. And yes, Max does have a feature…
Thanks so much for the feedback guys!! Since I apparently made everyone want to pull their eyes out, I pulled back on the post a bit and removed the chromatic aberration entirely. I guess I got carried away with a new feature :P I toned down the fog a bit too and brought some contrast back into the scene. Thanks for all…
I fall in the middle I cant disagree with whats been said above. You definitely shouldnt be fixing bake errors in photoshop (missed rays etc..) However If you're building a crap load of modular hard surface pieces that share various bits of your normal map then you will need to make tweaks in photoshop to support it - even…
Thread full of win, once again. I'm always so tempted to slope cylinders like this on real world copies (on weapons for instance), but usually end up deciding to go for reference accuracy instead, and add moar geo to make up for it... Could probably slope the suckers and no one would tell the difference though. On a…
Love the direction this is going! The material blending feels very natural, but I feel that the current scene is struggling between artificial or natural lighting. I feel like that you could take a look at some environments like the ones from the Call of Duty series for references, and push it further. It looks like you're…
I'd go with one modular piece instead of whole track, or maybe 3-5 at max to create some variety, that way you save lot of space in texture to have details in it and better bake and material definition. Then duplicate one LP model along spline and randomly swap out pieces for the ones that you retopo (in case you made more…
Thanks for the feedback Mark. I plan on adding more ageing to the entire scene as soon as I'm happy with the layout of the alleyway and buildings. I'll be using vertex painting and decals to break up my tiling textures soon. Most of my materials in the scene don't have any reflective properties at the moment, but I'll be…
I tried increasing the resolution, it's still very unsightly. These are threads I have looked into and non uniform scaling seems to be any issue. I think they mean not using rectangle shaped meshes that are too long in one direction.…