You also have to be careful with how you layout the hidden edges (in max at least) some exporters choose to redo the tri-striping which could change the twists in the rope. Triangulating the mesh before export takes care of that problem (turn to poly > 3sided polys).
The exterior will depend on which game engine you intend to use, since they all handle terrains differently. Also it will depend on the design of the level, how much you can see outside the cave opening. Do you have any concepts or layout sketches yet?
Hmm yeah, I've noticed it switches to a 4-panel view and displays objects before flicking to the saved layout, but I haven't been working with a ton of textures so it never really lasted that long. Sometimes takes a while with really high-poly scenes though.
Note that this only works in Max 2008 or Max 2009. If you're on a previous version, you will either need to attach the meshes, or unwrap one part and save out the wireframe UV layout image, and use that as a background. In which case I'd say attach, since it's faster.
I´ve finished my overwork of the game mesh and highpoly, added more geometry to the cylindrical roof, made different versions of repeating modules, created new UV layouts (5 textures now), completed baking and started texturing. just some screengrabs here:
Normal maps are vector data, so if you're mirroring them you're flipping the vectors. You could possibly compensate for this by inverting the red and green channels in a shader based on UV coordinates, or you could redo your UV layout to tile rather than mirror.
Thanks guys, I'll be more judicial with my UVs as I go. SimonT - That diffuse was just a UV layout suggestion by darbeenbo. My map is on the first page and all the corner pieces are overlapping. Though clearly I could have done a better job with efficiency there.
Heading the right way? I think so. Changed lights from spots to omnis aswell and started playing with the layout. http://pigged.net/images/work/roboto/big1a.jpg http://pigged.net/images/work/roboto/big1b.jpg http://pigged.net/images/work/roboto/big1c.jpg
As I look at it more, I wonder about the layout a bit. Light posts in an alley? Also, what is the deal with that deck and the ladder? The only way to get to it is to climb down from the roof, and when you get there, there is nothing there, just windows. What purpose does it serve?
Hello all, I'm looking for a developer who knows the in's and out's of the CUBE 2: SAURBRATEN game engine. This game engine is open-source and written in C++. If you're interested in helping out, please send me a message with your rates. For the mod I want to change up some GUI layouts and have some media files (audio,…