@Mathew O Thanks mate, appreciate the heads up So I've started to do a bit of the texturing, still lots of decals to be added and I also need to break up the large flat surfaces with some more variation. I'll probably have to do this by hand though as DDO is a little limited in that aspect Let me know what you think of the…
Yeah I think it's a lighting/shadow/terrain issue. I've come across it before on static meshes but that was a while back, can't remember how or if I fixed it :S All I can say is go through some of the properties for the terrain and that cliff/canyon mesh. Try fiddling with the lightmap resolution and other properties. If…
Taking a break from the character to block out his weapon. Im still going to add detail to his cleaver but for the most part I just wanted to get started on it. I plan to add similar Victorian decal like the characters armor on the blade towards the hilt. Since the character is a bit smaller the typical "Beast" I wanted to…
I'm puzzled by steal beams, are all welds made as floating geometry decals as on some places they do not match exactly underlying geometry. I'm trying to do the same as I need to tackle some steel structures (plenty of them) so good workflow for this would be nice! :) Anyway this artdump is of epic proportions. Well done,…
Thanks a lot, I did find some info on this but it had holes. I'm wanting to use static vector-images to use as very large-scale decals for floor murals/motifs. I'm also interested in the performance cost of using this technique - is it significantly more than using a high-res bitmap texture in terms of drawing in the…
What Benton is talking about are called decals, and moving them slightly away from the base surface is to avoid Z-fighting. There is no exact distance of how far apart they should be. I would say do a few tests and when you don't see the weird shimmering effect on your object in engine, you should be good. This is what…
Are we talking automated textures/decals as well? Or just modeling? If I were to approach this in Maya I would probably go for some approach with Lattice Deformer and the Sculpt Tool with some rough brushes. The shading/texturing part would be the most painful process I can imagine. But then again you might be able to get…
I agree with Jeffro with the current lighting setup my eyes aren't sure where to settle. I'd also add some dirt decals under the street lamps and phone box to tie them to the ground plus add some road markings to the road - its so clean! I really like the reflections you have going on was that achieved with the new image…
Yeah, poly that is really close to what I am going for. Thanks If they are all pointed in the same "up" direction in world space is there a way to orient them all the same way in the UV editor via a batch command like you posted.. or does that one already do it? For example.. the bottom edge of each decal card being the…
Looks pretty cool so far :) Texturing is nice and clean, reminds me a little bit of Mirror's Edge without that eye-burning contrast. Ceiling looks a bit bland at the moment (though I'm sure you're aware of that) and could use some wear and tear along the edges. You could either place some decals or use vertex colour to…