If you don't have a clear idea of what the building should look like, then building a blockout is a good idea. It's usually a good idea to do this for a game level too. But usually you can use just boxes and simple shapes to make the blockout, not worth the time to make custom detailed meshes. You shouldn't unwrap any of…
Yay this piece is finished! It looks great, personally I think you really really nailed the style and I like that making it modularly allowed you to make a few variations. What are the texture sizes? 256x3 32x1 as you said in an earlier post?
That cliff seems to be using a lot more polys than it needs. You may want push and pull the geo to get more rocky shapes that conform to the texture. Currently the cliffs are looking really blobby. Try modelling out the cracks a bit. Check out this great tutorial on this:…
its just a matter of practice. my best advice would be to work as neatly and modularly as possible. break code into functions as much as you can, and print out to the console alot. When you break your scripts down into functions it becomes much easier to locate errors and also becomes alot more readable. When you are using…
Thanks everyone for the feedback so far! I must say I am surprised with the feedback on the post-processing and fog. I thought the post-processed version would be favored over the plain version. I think I'll try to find a middle ground with the post processing. -brandoom: The skybox is a default skybox from UDK. I am…
You can combine multiple textures into a one, but separating out textures from one into many is a lot harder. So usually if I don't know exactly what I need, it's best to keep everything separate for testing, then you can combine later. It's been awhile since I did it and I ended up going towards character art, but I…
Thanks for the props guys ;) Kevin, not too bad for your second semester using Max ;) Now, onto the asshole tearing: The grass and green shit all along the buildings are far too uniform to make sense. It would generally be heavier near the bottom and work it's way up if it were this thick. I know you are doing this…
1. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh 2. http://wiki.polycount.com/wiki/Texture_atlas 3. Several ways to do ambient occlusion for games: a. Create a 2nd UV set for static baked lighting. http://wiki.polycount.com/wiki/Light_map, http://wiki.polycount.com/wiki/Ambient_occlusion_map. b. Bake AO…
^^^Hah, yep I thought as much (about the blue hue). I've been trying to plan out the textures for the walls and floors. I'm probably over-thinking and should just whip something together to at least take the places of the blue checkers. And yes, I do read this thread a lot:…