Hey dude, really nice clean, accurate stuff dude, i like how you handled the small screw holes with the detail on the insides there, i went the easy route and used floaters just so i wouldn't have to deal with that. Post some updates!
Re-worked the Recognizer a bit. Made the base texture a bit brighter (about 25% moreso) , adjusted the pilot area and also shuffled some UV space and optimized tris to squeeze in two decal floaters for the text and emblem. I think it was worth it. Tri count is 256 exactly.
Hello I am creating a modular building. I have 6 weeks and this is the 4th week. I currently have it in UE4. I have a question with how I should go about the silhouette for the main building pieces. I used floaters but it created poor shadows. Any suggestions? Thanks! Progress so far
ohmygod yes. for low-2-low AO i've started using lighttraces since xNormal keeps baking triangle edges into my occlusion maps. EDIT: for baking High-2-Low with floaters in xNormal, check "discard backface" or similar, within the specific maps' settings.
@Łukasz Yeah, I did do a full blockout, have to make more of a habit to double check everything. This evening I've revised some of the forms. I haven't been adding in many of the detailed parts yet, my plan is to make most of them out of floaters, or as part of the texturing.
Thanks! (lets never speak of that trigger again) Yep for those lines i used floaters. I'm not a strong hard surface modeler, so i find it much faster. I'm just trying to get a nice bake. The lighting in the render is really diffuse, so i got away with it.
Ah, awesome! Thanks @Obscura Been waiting for this for a while :P Certainly seems way simpler. So in this case you are still using floaters, not cutting into the base mesh right? I remember some issues with lightmaps happening before, I assume that would persist with this method also?
lookin good man the updated version grants alot more range of movement and realism. o question after checking your mesh...is that nurbs? the leg armor floaters look like nurbs while the head and a few other parts look like subdiv. Just curious -Woog
@Awesome work, I saw this tech demo a while ago. Are you excited for tessellation and the future of game art? I've seen some tessellation stuff where the houses were still basically flat walls but with floaters for windows + details. How easy will it be for artists to switch to a tessellation based work flow?
You're probably thinking that circular shape on the left is the other eye; it's not, it's a centrally placed object between the eyes. You can see the other eye behind it. This is fantastic work. Must have taken an age to get a lot of that detail in there as it doesn't look like you've used floaters in the main structure.