From what I've seen, BSP is best for things like quickly designing levels and play testing them. If you are designing a level from mostly an artistic standpoint, maya has much more freedom. BSP is fine for things with lots of 90 degree angles that conform to grids. It doesn't matter too much which approach you take. Also…
One of the things you can do to reduce seams with shadowmaps UVs is to line up the UV edges with the pixels of the shadowmap. If you look at the 'lightmap uv' display you'll see that the seams on some of your meshes aren't lined up with the grid pattern in the display. If you made sure your UV's are lined up with the edge…
Dreyzie, this looks amazing. Also thanks to the people who replied to me when I asked about modular environments. Some things are so difficult to figure out. Eventually I didn't make the building the way I wanted it to be and I had some issues with the grid snapping in 3ds max so my enviornment is not a 'proper' one. Still…
Looks like you don't have enough pixels in your output bitmap. Because this is a tiling bitmap, it is better to render only a 3x3 or 4x4 grid of high-res ceramic tiles, and make that into a tiling map. That way you have more pixels for each ceramic tile. Edit... in okkun's tutorial, he hasn't set up his bake plane…
Also when I roll the scroll wheel out after having selected something on this scale and pressing Z. It still launches out an enormous amount. Like way way too much, and I was just wondering why the scroll doesn't seem to relate to the size of the object. It's almost like it's detecting that the scene is really large, which…
Thats exactly what he means. the only way to do this now is to split the floor into a quad grid and map each quad with the relevant texture coords. You could split out the floor textures into individual textures and tile them. Im not sure which would be better though, more draw calls or more verts. workflow wise id think…
Hm, i'll look into K_mirror after I complete these tutorials and feel more grounded with the program. I'm surprised by how hard is to find a solution for this, so far none of my google searches have helped. The only things of significance that I performed on the object that I think could be related is that I moved the…
That sounds great but also very complex! What about a modular grid setup where we could simply work in squares We could provide OBJs (even tho it might cause smoothing issues), the files could be called nameoftheartist.obj and an XML file would composite everything together (handwritten, to make sure things match well)!…
That's really cool, even If I'm not good I will try to give you some crits. I like the first 2 version (clean and weathered) but I think that the last version, the damaged one, is too close to the weathered version, it's not enough damaged for me. I think that you can put more rust and even make some grid being crushed,…
I think most people's priorities as far as basemeshes go is maintaining a versatile grid-like topology and optionally setting up basic form and weight. I think you're best off leaving it without the extra definition. If you have any points that have more than 4 edges connected to them in that area, it can lead to a small…