Yes... And no. Yes if you want accurate details you need heightmap of you main texture (for example bricks). Fortunetly the heightmap do not have to be super accurate (of better hm will yield better results), but one genrated from let say CrazyBump will be enough. Remember to Vertex Paint your meshes, or Blend Shader…
Keep it simple and build it from big shapes to details and i think booleans is not a bad idea. You have to think in the topology from the begining and what you have left when you do the booleans so you can do that for example (in Maya) i would do this: -Make a general cylinder with 16 subdivisions axis and the other two…
It's well documented in the forums. Diffuse has a fallback of vertex lit, which contains within it two passes; Shadow Caster and Shadow Receiver. These are the two passes that allow the shader to cast and receive shadows. To receive shadows in your own custom shader, use the macros/helpers defined for you in…
I'm liking the tone/mood/atmosphere in the blockout so far. I can imagine the work area in the garden in bright daylight with pools of dark shadow around it from the surrounding buildings. One thing to look at as you progress in the project would be how the bricks and plaster blend on the building shown it's currently a…
Great progress! I'm not sure if you're already planning to address this, but I think it would make a huge difference to tweak the red pillars a bit. In the concept, there's quite a bit of dust/dirt around the bottoms of them. Making a "dirty" version of the material and vertex blending it in doesn't seem like it would be…
@ Crazyeyes I must say that the way you are suggesting doing the details is interesting... would you then have issues with the extra vertex counts from having to break up the uvs? And how much extra resources does the needed extra polys and vertexes take in comparison to the larger texture sheets? Also if he were to break…
For me vertex paint would be good, but not alone. To get correct edges between textures you can use mask texture to get irregular transition between textures. This will give you an ability to control how those textures are mixed. Also to break up texture repetitiveness ( brick in this case ) you can use floater geometry.…
1. BSP shadows are lightmap resolution(F5), as you mentioned. Mesh shadows are also lightmaps, you need to create a second lightmap UV layout and enable it in the mesh itself. TRy googling static mech lightmaps for a detailed explanation. In your example images #2 is being lit by dynamic lighting, which is pretty expensive…
You can try setting up the envelopes and cross sections so you only have to do minimal vertex weighting. Hmmm let me understand something. You bound the characters, THEN the heads were removed? In this case, you should just be able to delete the heads and the Skin should adapt. Alternatively, you can Save the envelopes to…
I see your cages ok btw If you get triangles "not painted" in the normal map can be due to bad concave polygons tessellation.. try to triangulate your model before to export. About the spikes, looks like flipped normals, denormalized ones(the average is zero) or some kind of vertex normals problem. Try to set very well the…