Wow guys, lots of great mars surface and lava !! i had no time to do them :( Sorry for the late reply and thanks for the kind comments. @TooLzor : For those pipes, i make a very thin line that i Warp with a Gradient to get the pipe path after that i use a Distance node to increase its size and a Curve node to make the…
http://polycount.com/discussion/comment/2533161 Genuinely you're post is confusing as fuck. I have no idea what you are trying to do or having problems with. 1. Stop posting random threads about planets. Make one thread called "my planet project" and post all the work you have so far. Try what you know, and let us see what…
Thank you everyone :) @ atomander.. to be honest I had no idea what the purpose would be, I just really liked the shape :p The whole scene is around 25k tris and textures are 1024. [IMG][/img] [IMG][/img]
I agree with what TeeJay said, Modo is a great deal at $1200 and many pros here prefer modeling in Modo. 3dcoat isn't a bad deal at $350, but it's main uses are texture painting, retopo, and uv mapping. Maya does have a 90 day license for $200…
Worked on the castle walls today, here's a look at how they turned out. I will probably revisit their textures in the future to add more detail, but first I need to go through all the rest of the props and get them to at least this level of completion. The wall segment runs 826 triangles and the tower/corner piece is 254.…
Yeah, game engines have materials, but then you'd have to make some sort of material map to separate the specularity of the different materials. So you'd be easier off just making a spec map. And Matt is right, 512² of each texture. the 512 limit means you can't use separate sheets as in: 512 for the head, 512 for the…
I'd use a seperate texture for you emissive instead of using an alpha channel. DXT5's are more expensive, and generally speaking you can get more use out of making a mask texture (putting your grayscale masks/alphas into the RGB channels and using them individually) or a straight up emissive texture for you material as a…
Yes but that would be a real pain to texture. And technically I would still be using power of 2 UVs, as in it would be either 256, 512, 1024, 2048 etc but the UVs wouldn't be square. This is a UV template render of my quick UVing (very quick) I think I'll move all objects to the top of the map
The road wheels really seem to be eating up an excessive number of polygons. I'd leave the top of the cylinders as solid, with the normal map supplying the more complex geometry. Depending on the final scene, you can probably limit them to cylinders with 8 or at most 12 sides, rather than the 20 you are currently using.…