Texture atlasing is usually performed on the code side of things. Meshes/textures usually get batched on export or at runtime. There are things artists tend to do that is similar to atlasing, when it comes to building modular assets. The artist could map multiple modular assets to the same texture sheet, saving draw calls…
Usually you would want to set each UV shell/island to its own smoothing group, there are various scripts floating around that'll accomplish this quickly. Also, people usually separate faces with ~90 degree angles (or more) into different shells. And don't forget to set your viewport to Quality Normals (Xoliul's shader…
I agree, but I did not have a choice in the deadlines, they were set by a teacher. We usually get one week per project, and this one is a two week. I usually spend 12-14 hours a day at the school already so I should get the time in. I appreciate the warning though ^_^ I will look into the quad chamfer plugin, though I do…
Overthink the capacity of one single pouch again mate ;) A grunt usually carrys alot of little nitbits infront of his vest, he doesnt need a pouch for each single mag ;) also dont use other games as ref for such things.. they´re.... crap... the material feels too soft. usual todays uniforms the u.s. usues are made from…
Through is usually best. You can delete hidden faces, parts that are completely inside others, or never seen for some other reason. Though for lightmapping it's usually best to have watertight models (no holes on bottoms or backs), also that's better for reuse because sometimes you can rotate models to make more variety in…
If the objects are exactly the same, it might be easiest to just unwrap one and then instance it around the scene, since it will automatically share the same uv space then. You could also try the copy > paste found in the UV editor. If the geometry of the pieces are exactly the same it usually works quite well, USUALLY.…
Woah got the boringest part done! ie merging the two bodies and turning the self-intersecting mesh into a workable sculpting base. Annoying as hell... Next time I'll just start from a cube ha! Now on with the real sculpting. It's interesting how different it feels from the usual symetry-driven sculpts. Pus the intertwined…
yea there are dedicated vehicle artists out there, sometimes prop/vehicle artists. for stuff like burnt out cars and background vehicles, usually an environment artists job to create, usually be re purposing/texturing an existing asset if possible. I have created some vehicles and am an environment guy but I guess it all…
the topology looks pretty clean, although I usually have edges running along the undersides of the butt cheeks. Also I'd usually have the legs spread apart a bit in a more natural stance, and place the pivot point where the thigh bone meets the pelvis a bit more to the centre than you currently do........upon saying that,…
I most often get "It works on my machine," which prompts me to go to his office (there's one programmer that says this most often) and repro it in front of him. He usually says something like "Oh, okay, I know what that is," after that. On our last project I would demonstrate a bug for a different programmer to which he…