I love the grass especially. The 'reinforcements' or whatever you want to call them along the edges of the path throw off the feel slightly due to hard edges. Would like to see how this looks in an engine.
Btw why didnt you create the shape from an edge loop on the model on the right ? (Edit poly , select edge loop you want to make a spline from, click "create shape from selection")
Oh - it doesn't display the edge padding in the render preview. If you save the file (using the file-output settings in the Render to Texture window) and then open the outputted file, you'll see the edges all nicely expanded.
Updates- Simple cloth simulated in max was having bad edges after sim so I took to zbrush and remeshed and then edges followed the shape. 1) 2) Made some debris and bullet holes Unreal Updates- Thanks! ^^
That would be due to the mesh normal's. I think it was this thread that covers it: http://www.polycount.com/forum/showthread.php?t=81154 Adding an edge loop or two towards the edges of the main cylindrical shape would probably straighten things out.
Hah, i came here from WAYWO, just to mention the thing about the edges... :P looks great so far tho, i'm still thinking those normalmap edges will start jagging up from far.
Can't see the image. I get a 403 forbidden error. The tri geom... make a quad, create an edge from one corner to the other, copy+rotate one of the triangles using that edge as the axis, done. Make sense?
Edges are way too sharp in alot of places man! Gotta remember that small details won't show up on the normal map once you bake it, so over-exaggerate your edge bevels. [insert racer's scope.jpg]
Heh, thanks for the feedback guys, really appreciate it :) Orgoth: The wall is actually flat, the only curves are the walkway and the vent going around the edge. I know what you mean though.. Perhaps a straight edge floor piece? for there?
You stated you applied a swift loop then removed some edges, did you also remove the vertices associated with those edges? Swift loop will only show up if it can make a loop along a ring of geometry.