We have everything we need to get progress in all areas, but we could get a lot better progress with a person filling any of these positions of course. I updated the layout and design of the post a lot, maybe thats what you mean.
I tend to use plain old fashioned graph paper and a bit of maya for simple blockouts to see if they work as well on paper as they do in 3d space. It's a lot of back and fourth sometiems but i've yet to find a better method for quickly getting a layout
Awesome man, I recon we're going with a more unique building layout, so large meshes seem to be the way to go. :) The business lobby environment has opened my eyes to how I'm going to tackle it. Thank you man! - Sy.
Thanks alot man, very encouraging to hear such things =) Here's the maps, uv layout and wireframe. i am wondering, that before I send it off to be in the game, maybe I should just get rid of a bunch of those edge loops on the blade?
I second what @affington said. Also, if you are using Trilinear projection method you'll also end up with bilinear interpolation smoothing most likely, which will soften your details. What does your UV layout look like?
I'm sorry, I should have been more specific: I am trying to sketch out layouts for multiplayer levels (DM, CTF, etc), but the blockouts end up being very 2 dimensional (flat) I'll check that out, thanks.
Id go with Lightwave personally. Layout gets pretty intensive, but Modeler will run quite happily on a dell inspiron P3 without hardware rendering. I know LW is kinda the ugly stepchild of the 3d world, but the modeler part of the program is amazing. -Nick
nice UV layout. its an art in itself to tetris your UVs. the 'death by ump' decal takes away from the gun unless it were used by mercenaries or something. but it definitely wouldn't be on a private police force gun. they have a chalkboard in the locker room for that...
i was originally browsing Telefragged for models nad skins for Q2. asherr showed me q2pmp but i liked the telefragged layout better than q2pmp :O first forum memory is getting involved in some silly arugment about Dungeons and Dragons.
Baking a trim sheet from a hipoly just like baking any other geometry. If your lowpoly matches up to your highpoly properly there shouldn't be any issues. What does the lowpoly look like? What does your UV layout look like?