TimTimSalaBim, pignaccia, killnpc, thanks! :) Dethling, 17k tris, textures sizes varies because whole weapon is modular and each part is individual, that's what i was asked to do. Wires: Maxilator, basic method of making wood is this:
Are schools even offering courses in programs like Zbrush or Mudbox? Do they train you in creating a normal map using RTT or alternatives like xNormal or Crazybump? Are methods like modular construction or extending the assets covered?
Try setting the static lighting level scale in the world settings/lightmass to something low like 0.1 And here is a thread that covers this issue in more details: https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem
Precision of vertex location, hm, that's an interesting clue. So you mean that exact the same vertex locations will compress to identical positions. (Hey, this just an example mesh :D It takes a lot of time in complex modular buildings)
It could be called a prop sure but I think 'modular asset' might be the more technically correct term since u could pop it in a level and then use it over and over again to help decorate/build your environment
Thanks dude : ). Here is the high poly along with a little side table. I tweaked my textures a bit so I could use the top of the table as a modular piece to slice up and make the smaller one.
I'll be working on a set of terraced cliff faces that are modular and can be used to do levels similar to the way the nwn1 editor worked. Seems like it would be useful for the mod community for mapping and also a good exercise for me.
Hi, another uptade to my project below. I made trims for modular interior elements and maped all of them. Also I started adding some color. Let me know what you think.
I'm using this to create modular walls and it's great! However, I'm getting tons of smaller quads on top of my wall mesh (which is just a plane). Is there a way to bake them in, so I get a single texture?
I wanted to try a modular approach to creating thumbnails, so I made random marker squiggles that I scanned and then just played around with in PS. Here are the first results: Good old pencil and paper studies :)