Triangulation really can screw you over, that is true. (But damn I hate buying an asset for it to be triangulated without a quad version) (The assets are not for sale, but I just meant that an unwrap for unknown tangent space would make a safe approach that always works a good choice) Batching Workflow (offtopic from UV…
Hi there. Congrats on graduating. I feel where your coming from regarding not getting that criticism you need at school with your work. I'll share some thoughts I have on your site/work. Overall -Site seems easy to navigate, there's art instantly in your face which is good. -I like the fact that you have wireframe/AO on…
The lowpoly came in at 1676. Everything is processed but I'm tweaking the heightmap and lightmap before release of the assets. On the above comparison shot you can see where max is getting confused about the mirrored cap section on the top. The reason for this is due to max's normal support being flaky, this flaw would…
I'd suggest making a tiled sculpt and extracting textures. Then use modular design to reuse parts. Many articles here http://wiki.polycount.com/wiki/Modular_environments Plus you can add localized variation with texture blending http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
Really awesome work. The texturing is beautiful. Which process do you use to texture? And I really appreciate you putting up the wireframes of the models, its really interesting to see how you modeled yours. Great scene, and use of modular design.
the ndo2 part of it, is the what people have been doing with ndo since hte first version of it. the how he modeled it out, is similar to a workflow 3d motive did a tut on. http://www.3dmotive.com/training/udk/modular-building-workflow/?follow=true
Just a note that I'm totally looking for modeller to collaborate with on AEON (As you can see, the modular environment props I've built are pretty basic, I'm more of environment designer type), if anyone is interested, just email me at: orihaus[at]gmail[dot]com.
Hey, Here are a couple of the other props i threw in to the modular scene. Dumpster - 1024 maps Norm, Diff, Spec, 406 poly And a garbage can 1024 Maps Norm,Diff,Spec 212 poly Again C&C are more than welcome.
Have to say, the recent image looks pretty spiffy - Mass Effect like in some ways. I did like the first attempts more though and it's a shame you've abandoned the oil rig idea as it could've turned out quite well with this modular approach.
Hey guys here's the high poly on that pool: I've got some questions for the more established environment artist on the forums. What's the best way to try and tackle texturing something like this? Would you go modular, dividing the pool into pie like slices?