First thing that comes to mind for solving this sort of thing is using modularity of some sort. As for the reasoning behind using bigger normal maps than diffuse could be that the surfaces become more dynamic in different lighting conditions, in turn building on top of existing diffuse detail.
Hello, I am making a modular rooftop props pack. I began by modeling an air duct. But, I noticed my model counts: 6896 verts / 20.480 edges / 13.576 faces / 13.576 tris (the prop is triangulated) Is it too much for a prop of this kind ? I want to use it in Unreal Engine 4.
I am currently working on personal project. I am trying my hand at modular design, but was wondering how would I go about modeling a collapsed dome roof. I dont want the whole thing collapsed but instead have a big gaping hole in the roof. Any tips would be helpful.
Hey guys, This is a personal project of mine. Its still work in progress, but I wanted to hear some fresh thoughts and comments from you. My idea is this to be played as a third person game. Everything is created with modular pieces and reused alot, except the tree in the middle. All comments are welcome. IMAGES BELOW
Hey everyone! So I'm working in centimeters in Maya, and I'm doing a modular texture, I want the UV grid to be the same size as the viewport's, I know where to edit the Grid, but what is the ratio I need to put in? I can't quite figure it out. Thanks! :smile:
Wanted to try my hand at another large, modular set-piece sort of thing - and something that would feel at home in a swampy setting. Level of test cylinders for my Master Material setups & testing textures: WIP - plan is to build the thing, then add mould/overgrowth/etc, then tilt the entire boat so it sits in the terrain…
Hey guys i am Student At Hertfordshire University studying Games art.This is a work in progress modular building from Bioshock infinite, just wondering if I can get some crit or suggestions on it. Most of its UVed with just a few bits to bake down still and just some general sorting out.
Hi we are Majesticfx, we are of Peru and we work freelance work to: Digital Architecture (Interior - Exterior) 3D design (3ds Max) (Zbrush) digital animation post Production modular Special Fx compositing texturing rigging if they need to leave my web services here, still being updated: http://www.mumajestic.com
Hello ! I'm trying to make simple modular pieces for use in UDK, but lightmaping is my enemy. I've read many articles about creating good lightmap UV's but it looks like I lack some knowledge. Hope you can help me ;) fbx http://www27.zippyshare.com/v/25147528/file.html
Hi everyone!! My name is Jesus and Im videogames and animation student from Madrid. I'm learning 3D´s Max since october of 2013 and these are some of my works. my website is: http://orgazdesigns.wordpress.com/ I hope you like! Deus Ex Fan Art Modular Kit: (the bitmaps of the monitors are images from internet) :