Thats about how it all works. One thing you missed is the point of the checker map - it allows you to fine tune your UVs by looking at the way the squares stretch on the model. Personally I tend to go for a grid with interlocking circles and some noise for the ultimate in accurate unwrapping. There was a nice one that…
^ they are modular but not snapped on a grid and have exceptions and imperfections and over module are some many hand placed or removed stuff and for hand made huts made of clays and all different architectures around the worlds at different times? It is noticeable when you play a map made of modules vs a map made of…
I setup max to show grids so I can see the rule of thirds in real-time and I have this shot which I feel works pretty well, the box top will have a lot more detail added as well so the arm sits on two points and the box center details falls on one. I think I'll focus on this shot for now and learn more how to use corona's…
IMO it's a classic example of interference . Each pixel rays is one frequency and the grid is another. When each pixel baking ray falls onto something in between or average of hires normals with certain shift forming the another ,interference frequency . Things that may help 1. more hi res hires + some tiny bit of shift of…
Sigh* I think its time for me to bump this thread up and start posting again. I've waited and practiced off the grid for far too long. Anyways, these are the two characters I've been working on currently, one is the old one as the one I posted in the previous post in this thread and the other one is some new character…
It depends on what your making - are you just doing interiors or just exteriors? there's no one right way to do it, but it largely depends on what you are making. In general though, model out a small part or example of your scene in your 3d app, making sure to model to a grid and keeping in mind how you plan to break it…
Thanks Fwap for the critique. I toned down the scratches around the edges a bit, less intense as the previous one. Small update, I adjusted the gate a bit and added a red glow around the gate, to make it as if it's locked. I may change the look of it. Added a texture for the back wall and reused some assets. Added a lower…
Ah I wasn't really thinking about volumetric FX but more along the lines of for example rendering a firesprite on a sphere, but yeah actual real volumetric FX would have been awesome, especially when you're driving through the fire. I would imagine some day you'll use software like FumeFx but instead of rendering to…
Same for me, I tend to spot errors, like when they leave geometry inside the mesh or their mesh is not properly connected, and feel very irritated when they build something crooked and spend the whole time fixing it instead of using the damn grid snap in the first place. That's why I watch tutorials for stuff that I don't…
I'm not the best at UVW's but I think it's decent. I've stacked the planks on top of each other to save much needed texture space. The only issue is the pillar sides, they are spread across the top and I think I know how to fix it, and make them smoother and have them match up better with the grid. I also removed the loop…