Well, no real details on how this is being used makes it difficult enough to give feedback on, and with the stipulations. Whew. Anyway... From the ground up... There's no real foundation, the outer brick just goes straight into the ground. The base could be a thicker, stronger stone that is feather out with weight at the…
@Vovosunt: Thanks for the feedback! I'll have a look at tinting that hood later, because I think you're right. I did remember to apply it to the top of the skirts to transition it down, because I really wanted it to look like a full "dress" but I probably did no such thing to the hood. @vertical: Thank you! While Lina was…
Could you post a shot of your mesh? It would be easier to advise on the unwrap if we could see the object you are UV'ing. I'm guessing it's something fairly cylindrical, if so you're not far off. My two recommendations from seeing it without the mesh would be to do a relax by face angles, check 'keep borders pinned' if…
Changed the center a bit with some shelves on the working table. I'll make a burette model too as this kind of vertical objects fill the space and were on the picture Maxilator posted. I'm still suffering with the shadows and lighting options and I just hate this change value/bake light/change values ... I tryed the…
Lookin good! Some reactions: Your lighting is super stark and the color is off. This is augmenting the lack of color variation in the texturing making everything pretty samey. You have STRONG lighting contrast, but no color interest. Some of your details/grunge/surface texturing are giving off conflicting scale cues.…
You can bake each map out individually. You can shift uv's to the right a unit and bake a single map(several different ones if you like). You can shift uv's for the bricks either a unit horizontally, vertically or diagonally, so that you have a pack of them in a square, mix up the order so you don't get a linear pattern,…
you can find the albedo values for almost everything with a point and shoot camera(as long as it has a flash) and a cheap pair of passive 3d glasses. put one lens horisontally across the flash, the other vertically over the camera lens, take your photo. it will strip out all of the specular highlights (for best results, do…
Lol its a funny death animation. Have you tried seeing looking at the technical requirements (scroll to the courier section)? "The walking courier's animation is straight forward, however you should animate the flying version as if it was flying on the ground in all but the death animation. This is necessary because the…
Wow what a great read and a powerful technique... I am somewhat confused though...did you ever have to do overlapping uv's for the pipes and the cords? Could you elaborate more on this comment. "As others mentioned with the pipes and wires I simply had some sections in the texture with a part of a pipe, with normal map…
thx for your suggestions. I already double checked for overlapping and inverted faces. The problem was I still got the error when baking with increased lightmap res on respective meshes. Anyway, after some time I found a solution! :) I snapped all my edges (when possible and without too much stretching) to the grid,…