Another set of Wips The changes in this environment were mostly gameplay (added jump pads and connected two rooms vertically) and lighting related (increased the intensity of coloured lights darkened the hallways). Biggest visual addition is some decals on the walls, pillars and doors.
The teeth seem a bit conical; try narrowing them and re-arranging the vertices to give a sickle-shaped profile. On the eyes, keep in mind that the iris for most creatures cover much more of the eye than those of humans. Take a look at a modern descendant:
I altered this script to not ask for input, one version offsets vertical the other horizontal, both by half the canvas width so you can return to the original position easily. It's not the most elegant solution, but works on multiple visible layers which is useful.
Do the textures need to tile both horizontally and vertically? If you can settle with just horizontal tiling you could get some nice blending but it will look a little linear. Also you could dedicate one texture to nontiling blend elements
You should post questions like this to http://www.polycount.com/forum/forumdisplay.php?f=43 Anyway, in Lowpoly you should mostly be concerned about the silhouette. And just terminate those loops to the nearest vertices, that shouldn't give you any problems in bakes.
Tessellation shader increasing number of vertices. Geometry shader on a GPU is responsible for that. It's commonly use in games for increasing details on more visible surfaces such as character faces, terrains etc. You can read more on the Polycount wiki about this technique or regular wiki
thanks for all the feedback guys ill add some more back wall detail and make some stairs , the back is not wood planking its metal the same as the roof which is why i choose vertical but ill switch to see if it improves clarity
The kickstarter is well underway and looking VERY healthy. https://www.kickstarter.com/projects/1598858095/system-shock There's also a fully playable 'Vertical Slice' game-play demo download available there. A very shrewd move by Nightdive. I really like the look and feel of this. :)
I'd suggest making a square shape out of your lightmap whenever possible. Pure vertical and horizontal islands. This always gives me much better results. If this doesn't work, browse through the rest of this site. There are many posts with issues relating to lightmaps.
I've made much more progress. I am wondering how best to add the vertical grill slats. I may float them as I don't want to divide up the geometry of the body to hell and back just to get them in there. :S