Hey guys I've been playing around with Mudbox painting features and decided to texture that stone block I posted before. Here's the in-game shot of my progress so far. Any suggestions? I'm pretty sure that moss has to go - I doesn't look great at the moment and I want to make some fairly simple textures, since the objects…
Hey everyone. Well, I'm coming from an organic modeling background, and I'm working on my hard-surface skills now... I know all the basics, I understand topology and how to handle everything... how to harden a surface by using edges well, etc... But I lack some knowledge in how to "solve" some more advanced creasing…
This is the newest version, as per changes from friends/comments. I'd love any comments/critiques you guys could give. :] LATEST: I went ahead and painted a low-res pinup girl for the side of this thing. Proportions are off, but It's not supposed to be a serious focus. It ended up on a 512 sheet with some other floaters.…
Regarding Texturing: 3x1k is better than 1x2k since one 2k texture equals 4 1k Textures. You can share UVs over multiple objects, but I don't know if every engine can handle it and doesn't load the big texture for each object again. Also, as you yourself said, if there is one of these objects used on its own, you'll waste…
Making trees at 60 triangles is definitely possible. These ones range from (IIRC) 6 to 75 or so triangles. As for gothic stuff... a dead tree trunk with a lot of dead branches. you model the trunk and some very rudimentary thick branches, and then add a lot of small stuff in with planes. A weeping willow might work well…
Hmm, never used one of those before. I watched a Youtube video on it and tried setting it up, but it seemed like it only darkened the shadows just slightly. Couldn't I do that in the Time of Day settings? I think since this level is primarily lit by the sun(the big open spaces between the beams are glass, just haven't…
I have been using a similar technique on square joints where I make a highpoly joining strip that is co-planar to both the parent objects and just do my sculpting on that. Its faster and cleaner with the added bonus of not needing to sculpt on the entire object making it lighter weight. Also, when I decimate the sculpt…
salacious_Crumb: I baked everything with render to texture in Max. Yup, did the high poly first. I created the low largely by manually reducing edges in the high. A lot of the extra geo came from using turbosmooth, so when I removed the modifier, there was a lot less geo to deal with. Also, for a lot of the recesses I used…
I'd like to port a more Silo and Modo feel to 3dsMax someday with nifty context sensitive and useful scripts/ tools, this sounds nice. In particular what I like about Silo and what max lacks a lot is:* instant shortcut assignment * more context sensitive (whatever sub mode you are on, it works as you need it) * quick GUI…
No idea why that's 100 polygons. Doesn't really need to be. Also it's basically an extruded shape. Instead of drawing over it (useless in this case and I'm no good at it anyway) I made my own to show you how it could be improved. The smokestack is given a lot more personality by having a box that is rotated 45 degrees. It…