Main problem would be that it's to boxy. Imo usually caused by: -Not using enough real world reference -Not pushing yourself enough to do complicated shapes, here it also helps to search for some kickass guns to give you inspiration/reminder of what to do. http://imageshack.us/a/img198/8140/0rhq.jpg Example is (1), check…
thank you guys so much for the replies! :) @add3r very good points i am planning on doing it modular but i guess i haven't bee showing it sorry ill do my best to break it down in this post :) BSPs that never crossed my mind but i do see some points there, a few places i can see where that will be pretty awesome i will have…
It's a matter of where you want to render it really or what engine you're going to use it show your stuff, it's basically an issue of Tangents (the math which tells how the Normal Map will be processed and shown) so you will avoid seeing any nasty seams. A quick idea on why people do the splitting thing. As for the…
Yes. A cube mesh collider will be more expensive. The mesh data is vertices, a triangle list, and an origin. So even though it *is a cube* the collision routine has no way to know that. There may be some engines where you can tag a collision primitive with a certain prefix or something to get the engine to treat it as its…
The problem with the flames for me is that there's a vortex pulling energy in at the center and you have an expanding ring of flames that converge towards a point far above the vortex. There's also the way you have the vortex pulling energy in and a slowly expanding circle of wavy things which contradicts the build up…
----PART2 Just wanted to add few words about the outdoor environments. All the above still applies, but given that sometimes when dealing with "regular" sunlit environments you may not have that many options as you have with indoor environments you may want to play with light-shadow contrast as well as add more interesting…
If you're into splinecaging with Max, then you might have run into the fact that you can't fuse lots of vertex groups within a range just like you can with the weld function. In that case the script below comes in handy (not to confuse with the Threshold function in the Surface modifier). But beware: in some cases in might…
Thought id cover some stuff on your building. You have a decent start, but several things jumped out at me. Here is a super fast (and pretty rough) paintover: 1) the shingles should be the same size. the shingles on the lower roof are way too small. 2)break up the silhouette on the roof, and break it up from ever angle. so…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
Nice find bitmap! I was interested in the UV Packer so I ran a few tests with it. The results are kinda ok I guess, Its probably a step in the right direction; but by no means a solution to packing as a whole. If your initial thoughts to this are, "how could it be as good, or better then packing by hand", then you would be…