Some random models/textures to get back into the swing of things. Wanted to learn more about foliage and also experiment with style. Not on my usual quality level, but it helped get back on track and learn new stuff. The wheat was procedurally generated with the free tool Arbaro. It's kind of like Speed Tree and allows you…
It doesn't make sense to force non rectangular shells into that shape. (that's why my post stated "minor distortion") If you ever had to work on somebody else's seemingly modular pieces though and trying to make new pieces mapping them to existing textures.. you will appreciate it if they have been extra careful with their…
Hi D1ver, I think your style is really refreshing. Its sci-fi but not the norm. And just by reading your first post I think you have a great attitude and have a good head on your shoulders. Making this environment a decent size with modular pieces, interesting lighting and going "overboard instead of underboard" is the…
Remember that we are talking about shaders, here. It is impossible to say what shaders an engine has, or doesn't have, since the entire idea of shaders is expandability and modularity. Did you know OGRE has relief mapping? It does if anyone wants to port fabio's fx file to it (not difficult, actually). If the engine is so…
Things like walls and floors can often be modular and/or used with tiling materials made with something like Substance Designer. Depending on what sort of details you're looking to make or how much time you have, actually creating a HP model and baking may not be necessary. Likewise, something like Substance Painter could…
Mostly eye balling, I mesure out box to the player height and use that as a guide. I'll even drop a biped in the scene set to the same height just to get better sense of scale. It can help to put camera about where head height is, link it to your measuring stick and lock its position, leaving the rotation open for you to…
No, it's not a problem if you're making all the pieces yourself with production in mind. But then you're not really kit-bashing in the 'traditional' sense. :) But there's no reason why you couldn't make a production ready kit of unwrapped parts set up for a low/high bake workflow. Almost like a modular kit of parts that…
Ok, by dead UV space I mean its not being used on a detail that's going to be seen. If you have a face with something abutting it or another chunk O geometry inter penetrating it, the covered areas still have UV space assigned to them but that area could be considered "dead" as far as usefulness in displaying textures to…
susbtance designer materials - wooden planks Started building my wooden plank material that I will be using for the wooden floor in the small hallway, and the Hallway wall panel walls in the main hallway. I'm having some lightmapping issues so it looks much dark on the walls than the floor itself. I started with this for…
shit sux Didn't do much really. Messed with the wall texture, dicked with lighting A LOT, though it doesn't look like it. I feel like the lighting/atmosphere (or lack there of) is bringing it down. I can make props to add until day's end, but if the lighting blows then it doesn't matter. It's too dark now, to me anway.…