I'm not sure what you mean. The tarmac texture is just tiled over the flat surface and cracked pieces alike and the gravel underneath is probably either; a separate mesh where they hide the edges with the cracked parts geometry ; blended in with vertex colors ; or using a second uvlayer and a uniquely unwrapped masktexture…
yea lol, thanks for the help but the whole purpose of me trying to "fix" the problem is to reduce the number of hotkeys I'll need to push :p Another reason I wanna fix it is because I try to keep the hotkeys from all my 3D apps the same (for example Z is always extrude, X is always cut, Q is always select, A is always…
Did you convert the skinwrap to skin ? Maybe the weght is under 0.000 like 0.0009 There s a remove zero weight button to remove all weight under a certain value in the skin modfier. Also, most of the times, engines don't support that a vertex is influenced by more than 4 bones (for optimization i guess). So in the…
Maybe you just want people to pat you on your head and say everything is fine. Maybe use MUCH smaller textures so you don't lose yourself in all the little details that you think you should put in. Then it'll force you to put less time into making the textures. Even more simple would to ditch the textures completely and do…
You've got a pretty bad "star-face" on the front of the bowl which brings it to a point when it should loop smoothly around the front. It is important for unwrapping and especially for lighting. If lit per-vertex the light will bend oddly around the front of the bowl. You've also got a lot of segments curving the back of…
I would like to take advantage of this thread and use it to get some thoughts on this, assuming the engine doesn't recompute vertex normals you could freeze the normals and add any geometry you need to deform the silhouette or add parallax.... While in itself not useful it allows you to reuse the same normal map on the…
I would suggest studying alot of wireframes. There are many vertices that look like stars, (a vertex with more then 4 edges ) try to avoid that. Also there are many faces that can be removed since they dont add alot of detail to the model, Though i think its better to start a new one with the knowledge you gained, then to…
Alpha would be the cause of this due to vertex complexity of re-drawing the frame for fog. Terrain will always be red because the actual terrain system already uses it's own complex shader. If you're seeing a performance hit, I'd bet it to be something other than shader complexity that'd really be the culprit. Check your…
When you add a low-poly mesh in the Transfer Maps window, it automatically generates an "envelope" (basically same as Max's projection cage, except it's an actual mesh object in the scene). You can then turn on the display of the envelope on its own or both the mesh and envelope (use the drop-down menu ni the Transfer Maps…
Yeah that ground is begging for some blended textures, although I would probably use vertex colors to do it instead of a map. All of your individual assets are really great, especially for student work (I'd just like to re-iterate that it's hard to believe you guys are students), but the ground really draws me eye in every…