Oh yeah, something per noticed, xnormal will trace the backside of polys, so you can get completely inverted wierd results if your cage is slightly too low, and sometimes if i'm rendering a model onto a plane(for alpha mapped decals) it will render upside-down.
Hey Jordan, this is looking cool. The puddles imo feel off, feels like there's a weird hole in the ground right now, maybe its the size and intensity of the cubemaps. Also maybe just export the cubemap and blur in PS and bring it back in.\ Quick question is that a decal or vertex paint?
@D4V1DC - The concept art doesnt really work too well in 3D space, but I think increasing the diameter of the camera "tube" will help. Lights and Decals are on the list for later, nice catch. Thanks. @tynew - I modeled everything in modo, it all started as a 44 sided cylinder!
I see what you mean about the maverick. I like the decal shee idea too. This is the scene I am working with but I still plan on re working the Phantom and making a grey veriant as well. Thanks for the advice! . . . . new paint job comming along!
This has taken far too long to get to this point but its finally baked. Lp for wires. AO still needs touching up here and there. Smoothed off some normals and fixed a few other nit picks. Next is the diffuse with dirt, scratched mess and of course Decals!
Two related options here: Trim sheet = a bunch of textures laid out side-by-side inside one bitmap. Decal sheet = same, except these are overlaid on top of another texture. Either via transparent edges, or buffered rendering (deferred rendering, stencil buffers, etc.).
Good work! I agree that the clouds are off... not sure what it is but i think theyre too big and too "over the top". That wall decal is a bit weird, like its just an additive blend from a projector or something. Maybe it needs darker tones to show through.
Just a quick update, I'm currently on refining the super blocky assets so that they have meaning and context. Hopefully its starting to define the scene a little better. It's all just 3DS Max work at the moment. I've added placeholder decals too but these will be replaced at a later stage.
I think it looks pretty good so far, the red is a bit striking, like Convict said. I think that an AO bake off of one of these instances would help the map immensely. Do you have plans for some decal textures to break up the tiling?
Quick update, I made some variations of bullion models, two large stacks, 3 small piles and a separate lone pallet model. I've scattered them around the seen quickly. I'm moving on to focus on some more set dressing and decal creation for signage.