Whaddup ! A tiny update, but it took quite some time so I'll be sharing it and considering it a checkpoint. Added windows and a door, but they didn't turn out great so I'm redoing them later. Also made a bed, which took a looot longer than I wanted, but I'm hoping that it was the most complicated and time-consuming model…
thanks for your patience! BACK AT IT AGAIN WITH ANOTHER (probably) VERY SIMPLE QUESTION! in short, I want to create UV sets and a single material so that I can have who different opacity maps on different faces while maintaining the UVs for the diffuse. This time I made an image explaining it: I want all of this in one…
I think some of the misunderstanding comes from incorrect use of lingo. What you are refering to is UV sets. The UV layout is simply the placement of the UV shells, while the "slot" where this placement/layout is, is called a UV set. Yes, the UV layout are supposed to be identical for all texture maps - not just the…
Thanks Lukaz, the process is almost like everyone I believe. To make it faster I decided to bake the AO using Xnormal rather than 3DsMax, so to be honest nothing special, just define high and low poly meshes. On the UVs I maintain the most important elements bit bigger so they can have better detail, nevertheless in one 2K…
Realtime animation systems dont operate per vertex, and havent since the mid 90s. If you wanted to store information per vertex per "frame" you would have to create your own animation system (for example morph targets), which is completely possible in Unity, but would not be ideal for a mobile device at a reasonable speed…
Sure :) I'm at work now so I don't have access to my files but once I get home I'll send it to you. You might have to do a little bit of tweaking( you or your programmer) to make it do exactly what you want. This is what it currently does: At runtime, you feed it an array of objects and it will batch them into 1 material.…
Just some notes about objects that are 'clean and perfect' concerning game models; that look is mostly achieved through games shaders, and for the most part ambient occlusion baking and light maps. There's a reason games these days all take place is ruined environments, it's because muck is the only thing that has really…
Thanks for the feedback, you are not being too harsh at all! I'd rather get negative comments than positive so I can actually improve stuff. Do you have any tips on what's (relatively) easy to use compared to flashbased? You're right about the thumbnails, most of them won't link anywhere until the templates are finished.…
First off, sorry for the late reply. The Old Republic got me distracted a...bit. Second....Wow, thanks for all the response! Makes us really proud and happy to see you guys are liking our stuff. Portfolio link is now in my profile. I'll do my best to answer some questions. @SanderDL Yes I am : ). @d1ver Particles are done…
I can defiantly cut out the fog and dof I kind of went post process crazy after I started messing around with the stuff lol. By larger detail do you mean the grime and dirt stuff along with graffiti? I was planning on originally using vertex blending to blend between a dirty texture and clean one but later decided to…