You create and scatter the geometry yourself, the edit normals modifier doesn't create geometry it only adjusts the vertex normals of the selected geometry. There's lots of ways you could do it, I'm pretty sure 3DS Max has an object paint mode that lets you paint objects onto a surface. You could also use snap to surface…
Your individual assets are really solid, good work. The vertex painting and lava explanations are awesome, i love seeing some level of technical understanding in a folio. However i don't feel your final completed level shots, do your assets justice. I recommend taking some time to re compose and re light your UDK shots.…
There are two things that are wrong: 1. No axis selction when exporting. So when I work in Z-up axis, it will be converted to Y-up axis on export. 2. FBX export automatically break edges if there is something wrong. I can't say option for memory right now, but in max you had to uncheck single box to prevent it. In any case…
Oops, I guess my monitor had a weird contrast at home, they were super visible on my monitor-- But it doesn't matter now, I rearranged my UVs and I guess I fixed it? Not sure entirely what I did, but I got a mostly clean bake to work with. Only getting errors where stuff's too close, should be able to fix it with a proper…
if there ever was a prop that shouldn't have been made with a none overlapping normalized uv map and a unique unsharable none tiling texture this is it ! ( do these kind of unwraps/textures have a name ? ) i would urge you to make this prop with a tiling texture some more/clever geometry cuts and vertex colors ! and than…
Looks cool so far. Get some lighting in there and a better camera angle. Shameless plug for a little write up on vertex lighting in Maya I did. That type of lighting works great with this style. http://blog.environmentartist.com/?p=205 Textures looks pretty solid so far. The bricks read a bit better than the roof tiles and…
not sure about it being a bug. The tranform constraints I don't believe are associated with the move/scale/rotate tools directly. I think they are connect to the selection tool, even though they work across the board with many tools. So perhaps resetting the selection tool ( 'Q' key) would reset those transform…
There is no 'second pass' (a 'pass' draws the whole geometry a 2nd time) for lightmaps on iOS. 3GS can access up to 8 textures in a single pass if I recall correctly. You'll get the best performance by using vertex colors for lighting, but performances are ok with lightmaps even on the oldest devices. Avoid…
I believe I see the issue. Notice how on some of those verts the green tangent line is going to the left, but on other's its going to the right? That's going to cause some interpolation errors in the overall math even if the normals are all in the correct direction, and will still be visible in a normal map that is…
I've played through the offline practice a few times and played a couple of online missions. It works really well and the lighting and effects are great. It's obvious Valve has been playing with the lighting solution Source uses. I also played around with the tile editor. Apparently you can make a set of tiles in Hammer…