Failure means learning! I experimented with an "all in one texture" here, which means using the upper part of the texture space for two tileable textures and the lower part for the unique parts. The problem I found with this is that I would vaste a lot of texture space and have to use a big texture. So I decided to go back…
I don't know for sure if this would work, but what if you split your model into different pieces based on how much they needed to be subdivided? Split into into say 3 parts that can be subdivided however many times they need, then recombined afterwards. one part for what doesn't need to be subdivided any more one part for…
The characters in Grim Fandango might be a good example - they angularity and simple texturing are part of the aesthetic and wouldn't be improved greatly with more polys or textures.
@rexo12 Yeh, I made several and baked them to a plane in substance painter, threw on a few quick materials from the library and that's about it. The cobweb models in the scene are just flat surfaces made from a few polygons. If you want to know more about the generator itself I made a breakdown video last week. I don't…
nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
Yo! It's been a couple of years or so since I've been active on Polycount, so I wanted to change that with my new environment project! For this one I want to make some kind of interior space, which is smaller in scale than the Sunset Glade environment I finished a couple of months back. This will make for a nice contrast…