http://wiki.polycount.com/wiki/MultiTexture and http://wiki.polycount.com/wiki/Modular_environments and The Ultimate Trim
- texturing techniques of Sunset Overdrive
We have many resources on this subject. These links should help you http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/Texture_atlas http://wiki.polycount.com/wiki/MultiTexture
gauss: Cheers dude! vahl: shouldn't be too long now to release - I think a first version release will be happening sometime this week. dom: I was thinking about doing another shader after this one in a kludged ambient occlude type of vein... playing around with generating a reflection cube map, and sampling points in depth…
Thats amazing looking! The texture work is really well done. Is it modularly constructed? Any chance at a peak of texture sheets and wireframe or flatshaded views? The render seem to have a low Anti-Alias value?, Are they in game shots and the AA was limited by the hardware restrictions? I'm a little curious why the tops…
Good start Cody Couple of things I noticed. There appears to be no way to get into the corner building. . . no standard door. It looks like you're building modularly, so I'd just yank one of the roll up doors and replace it with an entry. The textures are very uniform, as Ozy mentioned. They're very flat textures, with…
Well, I wouldn't go for packing all the UVs into a single map, at least not with unique UV space for each face. Take a look here. http://wiki.polycount.com/ModularMountAndBlade
Thanks for the advice man, after looking through some fairly creepy sites, I managed to find this set of images for an underground tunnel that I thought looked pretty cool, and actually fairly simple to accomplish, but i can add enough to make it look cool. Uploaded with ImageShack.us so yeah, not my only ref but just…
Lookin' okay so far. I like your floor glass and metal tiles, they look very stylish and create an interesting view of the level below. Like you said, you're missing a lot of detail pieces but you might also consider having a larger focal point to the level- the pool of water, for instance could be part of a larger…
its just a matter of practice. my best advice would be to work as neatly and modularly as possible. break code into functions as much as you can, and print out to the console alot. When you break your scripts down into functions it becomes much easier to locate errors and also becomes alot more readable. When you are using…