"Like that scale button they show in the demo video, which made all checkerpatters the same resolution." You mean like the rescale Elements button that's in the unwrap mod by default? This one i mean.. looks super handy, while i don't know excactly what it does or why it is important, i have a feeling it's very usefull.
This looks great to me and I find the modular breakdown very interesting as I'm just planning my first environment for UDK and want to modularise it as much as possible. Are you able to share how you set up the grid and are using it to space elements. What grid size you used and how the pieces fit onto it?
Well i actually intend to build the steam car so imma say reality is the best texturing suite of all. Procedural as all hell. Gotta be careful with the random seed though, the majority of them just break the false vacuum state or produce a wonky weak force which doesn't allow chemical or elemental complexity.
I don't think there's much to say to be honest, aside that you should block out all your elements in a very simple form to begin with, so that making changes to the layout and proportions is easy until you have a good super-lowpoly version of your scene where you are happy with the composition and it matches your reference…
You don't tell which method you used ? A complete map will also bake the grey of your diffuse material by default. Haven't read the all tutorial, but he maybe pushes the self_illumination to 100% to avoid that. The ambient occlusion render element is ok, but i rather like to set it in the material, to make quick control…
ok thankyou , so a good number of things could be some models , some props , some of the environment images I did n past and some new stuff? so perhaps like 6 elements ? Its seems to me that most portfolio do not have a dozen things but just a few very selected ones.
Best way i think to do it would be model each asset as part of the same edit poly but only have one piece of the tiling texture as real geometry , then texture it and multiply the elements out to give the effect of the tiling texture. if you dont understand what i mean i can show u with an example :D
The lightings mighty nice, and I love some of the arch. elements, especially the struts near the gate. The only crit. I can make is the grass looks a little clumpy atm, needs finer strands. And like Sander said, maybe lessen the mist a teeny bit, it really needs to fade in over a greater vertical distance.
Wow, slick concept! The line work and colors are great. I think there are some changes you can make to the overall value structure which will help define and separate the elements that make her up going into the final. Here's a quick PS job that I believe will help make it punch. Can't wait to see more!
its interesting to see how this develops. the best racing games have a few environmet elements that make them feel fast, like f-zero gx crates and forza horizon very specificaly placed trees and "stakes" i wonder if you guys will need to break the nature with something artificial just to bring that sense of speed.