Your hard surface 3D modeling seems to be going well. I like the corridor the most; it's pretty sweet with the modular assets and the nice lighting. As far as the character model goes, I think it would be more exciting to have a better silhouette; even though the inner detail of the concept is interesting, it's more…
it really depends on how close you wanna get and what your final output is supposed to look like, but essentially even trading a chamfer with an extra edge for the normalmap doing nothing but edges might be worth it. you don't really have to handpaint, you should be able to generate those edges in the diffuse using…
Oh was just brainstorming of making a whole huge floor of coins and stuff in a dragons den in skyrim game :) . The player woudl get quite close to the coins and possibly wade among them , or climb hills of gold coins :) ... Its just an idea I was toying with but wanted to first explore the best approach to take , usually I…
I suppose it depends on the pipeline. I'm blocking out a level at the moment with modular pieces. I can edit the individual pieces and see that it tiles correctly instantly, and easily see if I have the most efficient use of pieces to create the desired scene. In a perfect world I'd send the scene file from my modeling…
Thank you Mark! You made some spot on critiques, can't really argue with anything you said so ill just quietly sneak away and make all the changes you suggested haha. this is my uv for the current panels you see. The faces marked "B" are either side or back faces containing only edge baking data. Considering your…
I have another problem that popped into my head. I'm not sure if i should start a new thread but it is related. If I had 2 unique tileable 1024x1024 textures including diffuse and normal maps for each, that I wanted to combine onto my modeled Modular wall piece uv layout. How would I do that? Import the UVstamp from my 3d…
Holy S**T... I've loved your work for a long time man, but that new stuff you posted is just awesome! What res are most of those textures at for the unannounced project, and was it all from the same project? EDIT: Opps, I have another question actually. For that modular futuristic city (the blue and orange one) you said…
Custom lightmap UV channels are in both UT3 and UDK. If your normals are getting messed up on export then all the more reason to separate the meshes. Unreal can't smooth over split edges. If it's not the normals then it's the lightmap. Why would you want to learn how to model things inefficiently? I still recommend…
Right, I'll guess I'll start off with a hello. (First post.) It's also my first time tackling a challenge, really excited! So, I will be doing Sam Brown's concept, it's a fantastic piece, I hope I can do this justice. I'll be posting the greyblock on here in a bit. Concept breakdown: The breakdown and the notes were both…
I thought I'd replied to you Add3r, looks like I didn't post it. Thanks for the great advice. One thing I was a bit confused about was how to make an atlas that I can tile a brick texture accross? Would I have to do it so the brick stretches all the way accross the texture (so the top half of a 2k texture would be a…