I have to say I'm interested in this as well. I can share some insight myself though. 4 Materials: - each material is a new draw call and this means you gain very little from doing so 4 Meshes: - each mesh is a new draw call and this means you gain very little from doing so - until you combine all meshes to one big mesh…
You have the same mesh duplicated 4 times, so the UVs are going to duplicate 4 times which is what you are seeing. Those logs should be one mesh, one UV sheet, one highpoly. You're going to continue to run into problems if you don't understand UVs. Get that sorted first do a fairly simple hero prop all the way to…
Yeah that looks like the same problem. IIRC this was introduced in a specific version of Max, and may have been subsequently fixed. In my models the UVs are randomly rotated, per polygon. But if I add a Turn To Mesh modifier, that fixes it. Inverted UVs are completely fine. You can in fact do anything you want to your UVs.…
Digging through my saved files, here are some progress images. It's not as informative as an actual tutorial or anything, but I hope it's useful: In cases where I have a nice concept to work from, I always try to see what I can get away with by simply projecting the concept on to the model. Sometimes it's helpful,…
@fearian - I will place a little blurb at the beginning detailing what the environment is and how it is to be seen. @lennyagony - I've always struggled with lighting. I will work on it for this project in the WIP thread I've got here for it. It will be a few days before I can work on it though :/ @snader - As for the oil…
a) That's only five weeks away. b) That's not really much of a prize for the theoretical work involved. c) The product website is terrible; poor layout with absolutely no information whatsoever. The reasons for this are manifold; there's no navigation (there's nothing to navigate to), and whilst the 1 1/2 minute youtube…
Sorry for the lack of updates, we kept saying "we will add something else before posting" and it never happened until now. Eventually we are going to add cart tracks, footprints and wear decals to the roads so they look less flat, I still need to sculpt some height into them. We'll be adding grass meshes into the gaps and…
In my opinion these go hand in hand, if you practice hard surface art it's going to entail things like finding out what XYZ part is called, looking at schematics, noticing patterns in construction as you make different incarnations of the same "type" of product Almost everything I know about guns I learned from modeling…
I've often found it is easier to keep stuff heavily separated out so you can tweak or re-purpose bits. My typical PSD layouts are more like material compositing and less like painting, they might look something like this (these names are layer groups, with a layer mask on each group):diffuse dirt mud moist dry soot decals…
Thanks Guys, OK so... RexM I will definitely go back to the textures and take out the extra wear and grime on areas that dont need it, Yeah I agree now that you say it they are pretty busy. But what do you mean to many tillable textures? Are you talking about the floor and the walls, because I am not sure what I could do…