There are some really amazing stuff here. Congrats on everyone :smiley: Here is my last hand painted object, hope you like it! :smiley: There are more objects that I've worked on here: https://www.artstation.com/artwork/W2B95D
Just to clarify--yes, you can definitely start with a new mesh and make tileable textures to go on the high poly object. There's no rule saying you must bake a localized normal map for every game object.
The normals may be flipped. Select all the objects, and add a normal modifier, and then collapse to edit poly. I usually check Backface Cull in the object properties. That way you see the model inside out, instead of black.
[ame=" https://www.youtube.com/watch?v=ZwHJgfdOFDw"]Object Paint ? 3ds Max 2011 New Features - YouTube[/ame] Object painter was added to 3dsmax. I stumbled on it after downloading the one u posted about.
Probably a bad scale transform. Reset Xform, then Collapse. Also, not a good idea to have Editable Poly in sub-object mode when you add the Unwrap modifier. .. if you exit the sub-object, it will reset the Unwrap.
It looks like you're applying turbosmooth on a vertex selection and not the whole object. make sure your modifier is being applied at the object level and not just a couple of verts. I hope that fixes it. Max can be so finicky.
This is taking to much time finish the lowpoly I wanted under 15000 tris. The blue represent the symmetrical objects and the green the non symmetry objects. The UVunwrap about 50% this is the biggest prop I done so far.
i also have been there haha. your work is really nice and i like it. i'm just wondering, wall and windows are one object? if u make windows to the different object, may be it's more easy for the texture.
Thanks, Eric. I installed the demo and was messing around with their incldued sample objects. They don't seem to suffer from the problems I was having with 3dsmax, but then again, the demo won't let me use my own objects.
The main problem of our workflow is, that we can't instance lightmapped objects. That's not optimal performancewise. Therefore objects that don't really need a lightmap (railings for example) won't use one, so that we can instance them.