Thanks for the replies :) I agree Tigerfeet, I was working ahead too much. I'm not even gonna bother with leveldesign just yet; gonna design the modular pieces I want to use first. If I want to build a hallway from these I will, if I want something more than just that I still have the option to; Currently I'm thinking of…
For the actual ground/terrain: http://www.polycount.com/forum/showthread.php?t=88933&highlight=choco (if you search on his name, he also has some rock tutorials). Outside of that, there is lots to be found on 3dmotive/eat3D (from making props to introduction to udk/cryengine/material tutorials/baking/etc) On polycount, it…
Thanks buddy, I'll try and figure out a breakdown at the end. I just need to figure out what people want to see so feel free to ask for specifics :) Progress so far on my low poly: It's going slowly but that's to be expected, it's going to be really detailed so it should be worth it. - Checkered areas will be baked to a…
Some random models/textures to get back into the swing of things. Wanted to learn more about foliage and also experiment with style. Not on my usual quality level, but it helped get back on track and learn new stuff. The wheat was procedurally generated with the free tool Arbaro. It's kind of like Speed Tree and allows you…
It doesn't make sense to force non rectangular shells into that shape. (that's why my post stated "minor distortion") If you ever had to work on somebody else's seemingly modular pieces though and trying to make new pieces mapping them to existing textures.. you will appreciate it if they have been extra careful with their…
Hi D1ver, I think your style is really refreshing. Its sci-fi but not the norm. And just by reading your first post I think you have a great attitude and have a good head on your shoulders. Making this environment a decent size with modular pieces, interesting lighting and going "overboard instead of underboard" is the…
Don't know the knot, make a lot. Working on the crown, I made a bunch of modular pieces for an insert mesh brush and just go crazy with it. I keep the jewels and any pieces that need separate material properties as different subtool, that way I can bake them into an ID map for ease of texturing later. All the gold parts I…
Remember that we are talking about shaders, here. It is impossible to say what shaders an engine has, or doesn't have, since the entire idea of shaders is expandability and modularity. Did you know OGRE has relief mapping? It does if anyone wants to port fabio's fx file to it (not difficult, actually). If the engine is so…
Things like walls and floors can often be modular and/or used with tiling materials made with something like Substance Designer. Depending on what sort of details you're looking to make or how much time you have, actually creating a HP model and baking may not be necessary. Likewise, something like Substance Painter could…
Mostly eye balling, I mesure out box to the player height and use that as a guide. I'll even drop a biped in the scene set to the same height just to get better sense of scale. It can help to put camera about where head height is, link it to your measuring stick and lock its position, leaving the rotation open for you to…