Awesome work so far! I also agree with Lyte. The steps are too high in density for what it is. If you were to show the overall wireframe for a breakdown shot, everyone's eyes will go directly to those steps and wonder why they have so many loops. Those steps can be flat faces with just beveled edges. You will get basically…
Mix and match techniques, it's not all or nothing. Sculpted highpoly gargoyle, baked to a unique UV. Pillar could mix baked details (think the curled details at the top of a corinthian column) with trim sheet tiling (the vertical fluting of same corinthian column).
If you need to keep this procedural, use a projected ramp to create the vertical gradient and mix that with some noise. If you plan on animating the car in maya, be sure to keep the projection node in the same space/group as the car- don't want the dirt changing if the car goes up a hill.
So it occurred to me that those cheap 3D glasses you get free at the cinema actually have polarized lenses. So I popped em out of the frames, rotated them vertically and Bam! It works. No more shiny noses. :D
Another question is: In the image below, its showed the highest sudivision level(LOD0 probrably),so, if I want make more lod, I need to mantain some fixed vertices for reuse in different lods, and to work with a single rig, right or not?
Awesome man! Dat Gondola came out great. I really like the repeated shelf stuff that runs vertical (below the little signs). Would be cool to see some beauty shots of the entire enviro with this stuff in it lit up etc...
use the vertex normal edit tool in maya. just give the corresponding vertices similar settings and everything will be fine. you could also edit the settings with the set vertex normal tool. or last but not least go into the component editor and edit the values there.
Hmm. I exported it from udk and back into max now and i noticed all vertices were split up. I checked my original model and all was fine. Is there something i might have pressed without noticing in udk?
A vector based 2d Shape creation tool for photoshop in the manner of 3d tools,like edge extend,vertices,champher and so on.Like 2d shape editor in older unreal engines but more advanced.Marquee selections sometimes giving me aches.
It's typical. Try to connect vertices differently or add some edges to smooth this spot. Also, I use quad chamfer and turosmooth pro plugins, they can fix some of issues like this. Try it. http://mariussilaghi.com/products/quad-chamfer-modifier