just getting idea of how things will fit together... right now it looks very repetative... and i need to break it up a lot. definately going to push the amount of cables and pipes randomly around. also i will be adding a "decal layer" over top of this geo that should help break up the tiles as much as possible. as well as…
The problem is it doesn´t work that way anymore. To achieve that crisp texture you are looking for the tech made some steps further from the old "bake anything in one texture" workflow. The Arma example might still use bigger texturesets for different parts but isn´t the same tech would be choosen to create a spaceship.…
Did more work throughout the week. Thanks Ian for the paint over, I was getting many similar comments, so I'm glad I put in these extra touches. I still have to do some texture work, a polypainting technique for the icicles, a decal with normals for boot prints, and most importantly the Icy Mud environment material for the…
agree with DWalker You did the total rocket launcher archetype Standing on round platform - Check 30-45 degree angle facing the sky - check Dual arrangement - check Very bulky form without a lot of lenght - check Multiple holes on front that indicate rocket array - check Exhaust holes at the back - check Theres really…
The 'tech' is that these assets are modular and flexible, (With some bend and FFD modifiers, this is quite literal sometimes!) enough to be reused and recycled among a few more specialized meshes sprinkled around here and there, in addition to decals and different lighting conditions to further differentiate the small…
Thanks :smile: Some updates on panels . I wanted to make floor and ceiling tiles that were not just squares, but slightly more complex modular bricks. This is the kind of stuff that really should use decals, specially for damage, just 2 damage variations take already plenty space (vs different panel designs) , aside from…
I love the style of the karts - excellent work. How many polygons are you working with on those? I agree that the characters are the weak point, especially compared to the karts themselves. I'll second the South Park suggestion, but moreso the style of the celebrity characters, which are more detailed than the main cast. A…
Aye, the idea was that I didn't want to have any noticeable tiling. once i finished the texture, i noticed that, in fact yes, there wasn't really much of a noticeable difference between the sections... and in turn they have given me seam problems... perhaps blur was the wrong idea... my intention is to paint the seams away…
1. I'd make a 1024 texture for the whole width of the road with all the white/yellow etc lines on it. Additional signs that shouldn't tile are usually added closely on top of the road as decals with an alpha channel for the transparency and blending with the road. 2. Go for plan B. If a building is 10 storeys high segment…
you can use a lattice to do this. In max they are called FDD modifiers. Another way is to draw a spline and then use the path deform modifier on it. This may work but cause a crap load of stretching. Select the faces were the maps is supposed to be, detach as clone to a new object. Make a copy of it by hitting shift click…