Back with some results from my testing. Note: I have not read too much from the link that you have provided about Lightmass, I will be doing that today. * I have split the entire apartment mesh into room by room and this solved my issue for the most part. * The lightmap resolution for each room is 256 and I have NOT…
So I just finished with two art tests. Each one was a week. The first set of pics is 10600 polys or about 22K tris. the buildings in the background were just filler and were not required. The area of focus was the bus stop. all textures were 256 or smaller with dif+spc+nml most of the time. The second is 5762 tris and…
Since the release of the first cinematic trailer in Nov 7 2014, I fell in love with Overwatch. Recently I’ve been playing and studying a lot of it and decided to do my own skin for one of my favorite characters: Widowmaker. Inspired by the amazing concept artist Kelvin Chan I decided to take one of his pieces and give it a…
Ok good, you're making progress. Here's the jist of padding - when you get further away from a prop in some engines, the texture (e.g. 2048²) will mipmap or "mip" down to 1024², 512², 256² etc. to save memory since you can't tell the difference between a 2k and a 256 texture at a certain distance (which of course depends…
You can retopo with the Ribbons Tool under Freeform IIRC or use this: http://www.scriptspot.com/3ds-max/scripts/max-retopo Although my opinion is you don't really need to retopo anything. Just pop in a cylinder in the scene, make a hole in the middle, and line it up as closesly to the mesh as you can so that it covers the…
I appreciat the kind words guys, as well as the crits..I love um. vig: I'll have to post some texture maps for you. Im trying to be somewhat conservative with my texture space by using the same maps for multiple parts. My entire right building along with the props that are attached to it are all on one 2048. The walls,…