nickcomeau: thanks man! s1dk: Thanks! the arch is 2 different textures. The bricks are on 1 texture because I made them strait so we can get some reuse out of them as trim pieces and such. The pillar base/center keystone is on another texture bounchfx: Thanks man! Well, from an art side there are only 2 enviro guys, myself…
hey, thanks d1ver for the link. Lol, u brought some old memories to me... good old times :P @joe gracey - I think u took a good approach by figuring out re-useble ans modular assets first, cauz it seems like the way to do in this situation. However, I think (and agreing with previous comments) that for now the actual…
Hey this looks like it would be fun to play! I think the environment modeling, texturing, and lighting could use some love. The walls are just flat meshes with no embellishments, which is unrealistic to the eye, looks a bit like classic 2.5D Doom in this respect. There are no transitions where surfaces meet each other,…
Here's another update. The changes aren't dramatic, but I feel like I should post to show what work I've done over the last few days on my scene. Here are some renders: A bulk of the work was reworking the bridge so that it was easier to manage and make lightmaps for. I ended up splitting it into a couple of parts. Some of…
Hello there, I will try and explain as good as possible here. These two pieces are a couple of variations of a much larger sets. Some are techy "addon" panels like these ones, and some are more generic tiling metal plates only. If I remember correctly this whole wall set is packed in a 1024x1024 texture, including the flat…
Some model it in zbrush, some do it in box modelling software. If lazymouse and trying to draw the details isn't working for you in zbrush it might not be the technique thats the problem. Everyone has different methodologies to produce the end result you just have to find something that works for you. I would personally…
Thanks for the words and advice, folks. As I mentioned, there is an earlier build on the PC server rotation already. I'll try to bribe bearkub with more snacks to update it. I'd like a play test soon. Vig: Yeah, I've been lurking and posting there. I forgot they also test on Wednesday. Missed the boat. I'll try to get it…
3 to 5 days? At 8 hours a day? Jesus man. I'd say 3-5 hours, maybe 8 if its really complex. as for a 60,000 poly model, like the others have said it kinda depends on just what techniques you use and how detailed the end model is. If you want what standards I'd hold to: Assuming we are talking a full detailed model with…
Hello guys! Does anybody know why do I get these weird artefacts while baking AO in Marmoset4? It seems that topology have no problems, I also smoothed both meshes, I even tried to subdiv LowPoly model but it didnt help too
1. In industry if you are told to use a 256x256 could you start with a 1024 get it looking good and then downsize? Or should I start with the size dictated? 2. I tried to soften them up in the screen below. Any better? 3. I tried to put more rust around the corners, along with softening some of the inside details...Also…