I'm almost positive the games industry isn't based on strict professionalism but rather the quality of your work and your personality. I've even heard some recruiters and portfolio reviewers that prefer a blog type layout. Not everybody needs a super minimalistic website to show their work off, if their work is good, then…
Yes, it does. I baked with 1 smoothing group across the mesh. Wouldn't the texture resolution make the seams blurry if it was the normal map? They're super sharp and conform to the edges exactly. No textures: Could something during the export/import process have split these edges in my UV layout? :s
Yes, I count the Q2pmp in the 13 years. The site was renamed and the layout redesigned as at the time Quake3 was about to be released and we had realized that the site was going to continue beyond supporting just Quake2 models. It had already gotten beyond Q2 at that point to be honest, but this was more setting the site…
Cool stuff. I know you're going for a vertical layout which is cool, but I want to see some bigger images. I know at the same time you want to keep the site loading time low. But maybe you could make the images link to larger ones when clicked on?
*sustained gasp* *fetches wallet* My only question is: does it preserve UV layout in the created geometry? I'm going to download this and send you a paypal note regardless of the answer. This is going to make work on this reactor room 5x faster and my modular approach far more efficient. Thanks man.
Maybe you can be more specific with your question. Are you baking the lighting in 3ds Max? Do you need to preserve each object's UV layout and atlas them? Or do you need to just pack everything together into one map? Are you wanting to atlas objects into multiple maps?
This is pretty sweet. Would like to see some closeups and maybe some uv layouts. The rock looks a bit dull. Maybe beef up those little volcanic fiery lines. Other than that, this looks pretty good. Was my favorite weapon back in the day when first getting to the outlands.
Spot on crits here already. I think you're starting off ok, and would love to see the next iteration If you aren't already, make heavy use of real life reference. Maybe try a google search for stone tile patterns to get some ideas for more interesting layouts
could a non-uniform UV layout be the culprit? My map is squashed a bit along the barrel so that round areas are ellipses...but the grip UVs are more uniform and actually looks ok... even tho it looks smashing in Maya, maybe unity uses the UVs to decide how to mipmap/filter stuff?
Thanks jordan for the infos. I have seen most of the tuts on the wiki and some of the tuts of 3D motive.. that is helping till now.. btw, true I am Maya user :) .. I'll further try to optimize the mesh and later tonight will be doing the UV layout.. Lets see how it will end up.