Big improvements! A few crits, not sure if they've been covered already... - The bricks are stacked funny. Normally the center of an upper block lays across the gap of the bottom two blocks, like bricks. What you have now, they stack on top of each other, kind of weird and not as stable. - Your colors could mingle a bit…
Pet Peeve: Next gen, refers to the NEXT generation, not the current generation. Your thread title is asking for advice on tech that hasn't been invented yet. It's a buzz term that needs to die... The current gen has been around for what 3-4 years? That term is being used by old fat politicians... It's gone about as far as…
Does it matter if the blocks aren't instanced anymore as long as all uv are at the good position ? I'm not sure to understand why you couldn't rebake. Yeah you could rebake from the previous low + normal map, or from your original high poly. If you need to make adjustements on some objects without breaking instances, you…
So it looks like I found the problem @Eric Chadwick Having an instanced UV over multiple already uv mapped objects clears the groups. A little annoying when you want to bake by mesh name. My usual approach is to uv unwrap all the objects individually, then instance uvw mod all the objects and pack it together. This saves…
Progress Well, now I believe I tackled this with the correct approach. I set up the scene inside UE4, I'm checking and rechecking all proportions and trying to reach the look from the concept. Some objects are just place holder. My plan is *Put everything on the scene (blockout) *Work on the High Poly from main objects on…
Just a side note, I would change your function to: fn tempTXTR obj = ( obj.wirecolor = color 0 0 255 obj.material = meditMaterials[1] obj.name = "test") this way when you call your function you can add the "object" behind it, eg;on btn_K pressed do ( tempTXTR selection -- same as declaring obj = selection at the start of…
When importing into udk, make sure the pivot point of each object you export is at 0,0 in Maya. Also Import it by object as long as that object uses the same material. For instance if you just want to straight port it over to UDK and not have it editable you could select all you debris on the ground, export it. But now in…
Do you have access to Maya? I have not tried it in 3dsmax but in maya whenever I assign two or more materials for any selected faces on the object and export it as .fbx I get two or more material for that object in unity. In maya you don't need to set ID for faces you just select them and assign the material. I do it all…
With skypaint, you can open your cube map in Photoshop and paint anything over it. So you need to render your objects in the perspective you want, with the illumination you want and then paint over your cube map. But, maybe would be easier to create the scene in your 3D application and then render all images as Farfarer…
One other thing: if you can help it, try to use the same camera angles. It makes viewing easier because the viewer's brain doesn't have to constantly switch between angles trying to visualize the object in 3D. You can use this to convey the size of the objects as well. If you put all your cameras head-height, the viewer…