Hmm, not sure why I didn't get a notification for the tag. I think the light beams look much better now, but their positioning feels more obtrusive. Like in the last 3 shots, the depth and contrast of 1 and 3 feel much lower now because of the beams. The 2nd one feels fine, although I think a depth-based opacity control…
For a project like that where the end goal isn't to make a game with a bunch of levels from a handful of pieces, I don't think modularity is even needed. I'm not even sure it could be use Tiling textures are going to be really helpful With a scene this small you pretty much have nearly unlimited resources. As for collision…
Second test using Mop's math formula ( well at least I think I used it correctly ;) , I always sucked at math) The vertex blending still works.. but I used the wrong side of the model to show it and didn't notice until now. At 0.005 most of the soft fading is gone but the mask starts to look like 1 bit alpha, so it is not…
some things to keep in mind: The only level that UV and poly or mesh data share are "faces" whoose ID's are equal. So you could say that face #1 is equal to texture face #1 and all other faces. What is different though and very important to understand: Texture Vertex coordinates are way different from mesh Vertex…
You could try the Component Editor on the overlapping bits. So under the Smooth Skins tab you have a table listing all the bones and verts in the model. You can type in the weights from there, or use the slider at the bottomw, which is one of my favorite tricks. You'd work that by posing a joint, grabbing the verts around…
i agree for the most part doom 3 is obviously a thousand times better of a game than doom 1, which is so widely received because of how new and invovative it was at the time. if you consider the level design, and gameplay elements, and updated the graphics so that it was nicely lit, you'd realize that doom 3 kicks the piss…
i decided to export sub div level 1 model back to max. the triangle present turned out to be a vertex from her little finger that somehow had attached itself to the front of her hat. I fixed this and imported back to zbrush replaced old level1 with fixed one, however when i went up through the sub divs i got weird results…
Thank you all for your feedback! Bohkeh: 1) The asymmetry where you pointed out is the result of mirrored UVs. I noticed the roughness variation stood out quite a bit, along with a long scratch, so I painted those areas out to reduce the repeating/asymmetry. 2) For the metal, that is a really good point. I noticed that…
I've been on a lot of forums over the last fifteen years and I've seen all of them eventually die out for the exact same two reasons: 1) Staff decides that Serious Internet is Serious Business Only It's a great mentality and a noble goal; we want to look professional, be a valuable resource, cut out the drama and fluff,…
tldr: I talk about my initial goals for the environment and how I'm changing my approach to storytelling within the environment, however if you want to see pictures just scroll past the text wall. I've been away from this for a few weeks due to camping/vacation, but I've made some progress on the environment so I figured…