You might want to provide us with some wireframes of the model if you want any help with the polygon flow on the model. Also is this meant to be for a game? Depending on the scene where you want to put it, you might want to save some smaller details like the small bolts on the black circles for the normal maps. Anyway,…
Alright, had to take a few days on hiatus, but I finally got the UV's Finished and Scaled to match. It's obviously waaaaaay too much surface information to cram into the tiny little UV Square, and trying to fit everything in there while maintaining proper scale would really hurt some of the smaller components (trigger,…
in the case of the image you posted in the thread there, everything is too high for a PS1 scene in poly´s. Back then we did not focus on quads for one thing.. Not on the playstation atleast. So the arch-way would be much cruder, and the lamp posts would be 3 sided cylenders or a sprite on a plane with a camera facing…
cool project. Realistically I would say 80-90% of this could/would be achieved with tiling textures, especially in a game like uncharted 4 where they have a ton of detail and tight memory budgets. things like the walls, and floorboards generally would just be done with tiling textures and trims, and have the geo cut up…
I also agree with what Spoon and TrevorJ are saying, and will add another reason why it's bad practice to edit normal maps. The color of each pixel in the normal map is specifying vector information. A human can infer what the changes in these vectors are doing, but can you really expect to paint out problems in what is…
1. Why would you want to start out with a pre-subdivided object? Surely it's the same end result as just adding a Turbosmooth? Anyway, if you want that, you can turn on "Use NURMS Subdivision" checkbox in the "Subdivision Surface" rollout of any Editable Poly object. That will give you subdivision without needing to apply…
Yep overdraw and opacity sorting can quickly become huge issues so you want to limit the amount of opacity maps you use and their impact on the scene. If your map has a lot of opacity dead space it's generally a good idea to trim the geometry tighter to the opaque areas. This helps if the geometry is set to cast shadows to…
maxscript, like I mentioned I wrote a simple script that detaches and attaches faces/verts of the imported mesh back to 1 instance. It requires some user input but it saved me time on this project: http://mmvr-des.burg-halle.de/blogs/klimawandel/wp-content/uploads/2008/04/market.jpg it had lots of different objects to be…
Few crits / feedback -Shadows are far too black. It's bright outside and you need to reflect this w/ some well placed bounce lights and more ambient light (whether you use a skylight or point lights) - pixel density is a nightmare - there is a texel density viewmode in UE3, use it. Your ground is mush compared to your…
I use both hotmail and gmail and must say that hotmail is very lacking compared. it doesn't even save attachments to sent messages. the arguement that it's free is unjust, because users are bombarded with advertising that hotmail makes a mint off. (I'm not sure how popular ie7 will be because they can't "push" it onto…