Here's a few options of what you may be looking for Lee3dee's layout in first post: http://boards.polycount.net/showflat.php?Cat=0&Number=257626&an=0&page=0#Post257626 Mil0's first post http://boards.polycount.net/showflat.php?Cat=0&Number=284807&an=0&page=0#Post284807 Scroll down in my sketchbook for more ideas…
Thanks, guys. I think I'm nearing the end here, and there couldn't be a better time for it. The contest ends tomorrow night. This should be close to what the beauty render will look like and I think probably I'll use this basic layout for all the rest of the images I'm supposed to submit. I dunno about the background…
@Titus - they will all be open, no wheel wells to cover them at all. @Rhinokey- I see what you're saying. I'll give the treads a slight taper. These aren't being done for any particular engine but I think I'll stay away from the paralax map, that's a bit over my head. @Blenderhead- here's the UV layout, pretty much the…
there are scripts for such, often they will resize the UV clusters relative to each other (not rotating, skewing or flipping your uv - layout - just resizing each uv-shell on its own relative). just a few of them: http://www.scriptspot.com/3ds-max/normalize-uv-elements http://www.greveson.co.uk/scripts/normalizeUvScale.ms…
i've heard that, JohnnyRaptor, but ive seen totally mirrored meshes like warby's work in ue3 I don't think the issue is the map because when i squish the layout to a 1024x512 with unique uv's it still has this issue, and even with a completely blank normal map i still get this result but it's only mild when i have no…
well there's literally no better time to start. I don't know blender personally but I'm sure someone here can help you with exporting the UV's, or you can do it the old fashion way and printscreen the UV layout. after you have that, bring it in to a painting program like Gimp or Photoshop if you have it available and start…
Shepeiro: Thanks for the overpaint mate, I see what you mean. I will try to tweak the lighting a bit more this week and dig deeper into lightmass settings. I'm also thinking about changing the layout of the cellar a bit, so light setup will change as well. haiddasalami: Thanks! I would love to get some more info on this.…
great layout. I am not a fan of the image viewer stuff, but it is not a big deal. The vehicles look pretty sweet, although maybe the panel gaps are a bit big? The bed and ring look nice. The other stuff does not look as good, but still decent. It it were me I would pick your best 2 or 3 characters, and move them down under…
CheeseOnToast is right man. Loading a new texture would be slow and pretty pointless. What you suggest would quickly cause a massive waste of ram. Imagine you have 4 characters in 4 stages of LOD in your scene. You get the original texture + 3 others... now add Spec,Normal and gloss all represented 4 times in ram... You…
To many straps and armor plates lately, so I took a Domwar break and did this: this afternoon. Hell of a time with the face. It was at an interesting angle in the original picture, but interesting quickly turned painful. I looked at the WPE timelapse from opencanvas and it looks like i had the right placement in the layout…