thought it would be easy but cant do it. I got a diffuse that i want to be non glossy, and another diffuse i want to combine that has elements that are very glossy. These elements or whatever dont overlap in this case so i dont need to overlay. Not sure how this is done.
Great progress everyone! I've finished the blockout and have started to detail some elements, also been working on some substances for the environment so that I can texture most of the larger elements with tileable textures. :)
Thank you for your reply, but it was just me, I was handmaking LODs, which is good for certain elements but total madness for chaotic elements like grass. I've used auto-LODs as @Obscura suggested and voila:
Homework #1 work in progress for Lesson #2 of Sketching Anything Moved around and changed the size of some of the elements. Perspective is a bit off but I will leave it as it is for this one and move onto adding some background elements as well as tackle the foliage
Anything with repeating elements, or elements that can snap together, is modular in my mind. The windows for example, I would delete all but one window, UV it and copy it around. Or the wings on either side of the front door, do one and mirror it.
Ok there's a paste/weld in the unwrap that indeed let you copy/paste and WELD uv between same topology elements. Resulting in less map vert than geo vert. I guess it's for easing uv packing with similar elements.
You can switch to element mode (hotkey 5), select the element (all faces should highlight) then while holding control switch back to vertex mode (not sure if you can do ctrl+1, I usually click it).
like this: and your box modeling pattern is all over the place,- you need to push some more vertexes at the base mesh,- so that you dont get the box as shape defining element- but rather more natural rounded elements.
Oh man, not much to go on but I'm hoping it retains some tactical elements of the original. If it had the whole geoscape and base elements but then fps style encounters with some sort of tactical overview command style gameplay I might be interested.
As others have said, software costs basically equals loose change when it comes to a medium-large studio when compared to employee costs and efficiency. And when it comes to animation, things really have to be animated in a set program or pipeline when compared to modeling which transfers relatively straightforward between…