Right, I'll guess I'll start off with a hello. (First post.) It's also my first time tackling a challenge, really excited! So, I will be doing Sam Brown's concept, it's a fantastic piece, I hope I can do this justice. I'll be posting the greyblock on here in a bit. Concept breakdown: The breakdown and the notes were both…
I thought I'd replied to you Add3r, looks like I didn't post it. Thanks for the great advice. One thing I was a bit confused about was how to make an atlas that I can tile a brick texture accross? Would I have to do it so the brick stretches all the way accross the texture (so the top half of a 2k texture would be a…
Time for an update I guess. Finished a set of rocks. screenshot in UDK. http://media.indiedb.com/images/games/1/15/14944/screenshot01.jpg Textured this prop, model made by Aaron. It's just a simple map prop so nothing special. http://media.indiedb.com/images/games/1/15/14944/hammer.jpg And now I'm working on a modular…
Holy S**T... I've loved your work for a long time man, but that new stuff you posted is just awesome! What res are most of those textures at for the unannounced project, and was it all from the same project? EDIT: Opps, I have another question actually. For that modular futuristic city (the blue and orange one) you said…
Custom lightmap UV channels are in both UT3 and UDK. If your normals are getting messed up on export then all the more reason to separate the meshes. Unreal can't smooth over split edges. If it's not the normals then it's the lightmap. Why would you want to learn how to model things inefficiently? I still recommend…
Shep, this is looking sweet. I have a question about going from the high polys to the low polys. Specifically for the archways and the plaster pieces above them. When you made the layout did you make the low poly meshes fit perfectly together? When you sculpted them, how did you sculpt them without moving those outer edges…
What skills should I focus on to stay relevant? After that text-to-3D generator that was posted in another thread It doesn't seem like modeling and texturing have a future. Sure, it's basic for now but it's getting where it needs to be real fast. Is it even worth investing in learning how to make props and modular assets…
Yah, that video is the kind of thing I meant by parallax occlusion, though a bit more advanced than what I was thinking of(I might have to try this out too). If you make game-style foliage it might not be too hard on the software. It sort of depends on how you model and texture the foliage, how you balance between polygon…
Thanks @teodar23 -------------------------- I was working on a gray box level for a couple of underground corridors which give access to various machines control rooms. I started working on the base meshes for one of them and also trying to figure out scale and color schemes. I was hoping to have this textured with trim…
Don't know the knot, make a lot. Working on the crown, I made a bunch of modular pieces for an insert mesh brush and just go crazy with it. I keep the jewels and any pieces that need separate material properties as different subtool, that way I can bake them into an ID map for ease of texturing later. All the gold parts I…