I surely dont know all but the claim of the list being a 2x2 matrix of all relevant combinations needed to corrected because none of the combinations were good. The first has really poor UVs and performance although looks right, the rest has (intentionally) shading issues or seams. It just comes down to the smoothing…
On this project I've really stressed making good UV unwraps and layouts, after several iterations this is the version I'm most okay with. These forums, Lvl 80, and the Gears of War art book were really helpful - so thanks to all of yous! I also have the prop all rigged up, including IK driving the ornament. The ornament…
How dense does it have to be? You could always go to the second or third subdivision level instead of the lowest. If you find yourself changing the sculpt a lot, it might be better to keep the retopo clean; topology aimed more towards sculpting instead of edges that lock in the current shape of the folds. UV it in a way…
On one of my first Unity try & errors I worked on this demo http://www.polycount.com/forum/showthread.php?t=75109 As you can see the layout is pretty much 2d but the tiles are fully 3d. It was one of those projects where I learned that Unity is not really designed to be a good level editor. Even today when they introduced…
Newest update of Toolbag has multiple material support per mesh. In the baking menu, you just click the box (multiple texture sets or something like that), pretty self explanatory from there. So you set materials in your 3d app by UV shell or however you prefer. They can all go in the 0-1 space, just hide the ones…
By all means, hijack this thread! I'm also going MODO > UE4. Exporting FBX from the Game Tools layout is the "official" way to do it. Pull down the Export Type list in the FBX Preset Settings and select "Export Selection with Hierarchy". Then select your Mesh Items for export and press the Export button. "Export Selected…
Whooof! This is heavy. I remember following Paul's modeling advice on proper mesh optimization, deformations, and UV layouts. I even remember facing against him in one of the old competitions. (I believe he made a Felix-the-Cat model that was flipping everyone off) My prayers go out to his surviving family. This is indeed…
I think you could get some good mileage out of decals, to be honest. Make a couple of splat decals, and a couple of streak decals, and apply as necessary. The multiple decal approach also gives you some flexibility to use in a gameplay setting, as opposed to being purpose-built for a specific scenario/layout (though that…
Yeah, the red seems overpowering a lot in several lighting set ups and angles. I'll lookinto what works best, just trying to keep the overall color layout complementary or working together as a palette. Will look into the nose. Would you say just redden the center "bulb?" I'll see if I can move the eyeball out some? I…
Also, when using photo-textures, try to ensure that they have a similar scale. The tiles on the roof seem quite large. Your UV layout is very inefficient. Keep in mind that not everything needs to have the same number of texels per meter - pieces with very little detail can be much smaller on the texture map than those…