I didn't know anyone replied to this. Thank you for the info. It's been driving me nuts. I'll give it a shot and post the results soon. Since I'm here and instead of a new post, maybe you can help with this issue I've let go until I was nearly finished. Light pops up in the corner and bottom of two modular pieces I am…
I would model it in a modular way. This will help reduce texture count and will help with visibility culling. Add decals and decorative models for variation. As for the modeling, I would make sure each room is on its own, not attached to the others outside it. For example when you are in a room and you turn away from the…
So, here is what I have come up with for editing my vertex normals. I am not sure how to go about doing it but I have transfered the normal info from a sphere onto the leaves and I am able to move the sphere and the VN's of the leaves will react. Not sure what to do from here to make it look good. Any help would be great.…
thanks ged and zlux : ) k. here's the dorky follow up! i played around with a few ideas for post effects for when all is said and done edit: these are ridiculously overdone, keep in mind. : ) i'd tone it down to a comfy level in final and the original, without post really going to try and duplicate some of bionic…
Looks like a good start, but I'm seeing a detail/polygon use issue. Lots of detail in some spots and little in other, as well as lots of large polygons. Big solid polygons that aren't broken up can cause lighting problems depending on how you light the scene. Nevertheless, there's an easy fix for all this: lots of small,…
A good start! This is going to be a bit of a wall of text, but I'm just dedicating a paragraph or so to each image you've given us. First, for all the examples, tone down your normal details. It's a common mistake with beginners to add a whole lot of gritty and really intense noise to their height/normal information,…
Ah. Don't use a giant single texture for larger assets. Use tiling textures, and straighten your UVs. See the modular section of the wiki for procedures. http://wiki.polycount.com/wiki/Modular_environments Look closely at how real boats are constructed, how the planks are laid out and bent into shape, then conform your…
One more important aspect of this (depending on the implementation) is that by using trim/modular textures with these bake independent meshes, is that you reduce the needed texture memory even more, by reusing the already small trim textures across multiple assets. At the end of the day, with smart planning, you can cut…
Hmm, now I am thinking of modeling some of these locations (like the church or the interior above it) in modular pieces for UDK and using these panos to create a cubemap reflection. I wonder if that would work and if it would look significantly better than the reflection from a cubemap actor recorded ingame. Really nice…
looks sweet man, esp. for school work! "modular building" looks fantastic On your hallway/research facility or whatever , you have scratches just flooding entire surface, this is a very fast way to get stuff to look worse/amateurish. I would say either localize them more to the edges of stuff OR if you're trying to get the…