This looks like the common problem when point order is changed. You must have exported at division level 4 at some point and changed the vertex order on import. Obj exports are not the same across all apps. Max in notoriously bad at obj export. Get and install the Guruware obj exporter if you are a Max user.…
I like the scene here, however a few suggestions that may offer to build the scene a bit. 1. Some taller grass to accentuate the rocky regions would be a great way to blend your vertex transitions, I feel the sand could be pushed a lot more as far as tileable normals go, etc. Possibly some decals to break that up. 2. Some…
codpiece rockin it...he is a ninja and a pimp Warby - tons of people just hear normal map and bloom and dont fully understand how cool it is that we have these new tools and why it may seem overused at this early stage of per pixel. The reason I called this thread next gen is because this WIP is just the begining of what…
jocose- How did you do your windows in Unreal Development Kit? I am curious because I have not yet fiddled with vertex lighting in Unreal yet and I would like to for a swamp type environment I am re-working with multiple transparent layers of varying thickness in color and opacity on the top. Also- I would say you have…
I was gonna make a reply like "you just do..." but realised that would be no help at all There is no absolute order or method that everyone must work in to get the best looking textures. Loads of different artists use different techniques and processes, and the end results can always look great by any method. The way I do…
An example is this overhang roof. If you deleted those edge loops from the middle, the model would still look the same but be using less geometry. The fundamental thing to keep in mind is that your model is really nothing but vertices. And a vertex is three numbers (0,0,0) that define a point in 3d space. So, the fewer…
Dont overdo the postprocessing like you did in the last picture, make it more subtile, shadows and lighting without overly ambitious usage of bloom are the way to go to add depth and moodd to the sceene. I also suggest to use warm colors (I assume you did that for the last one?) Crate are fine, n88tr. Also I suggest that…
I don't know if this is mentioned in the video. But a neat trick they seem to have used on their grass is a merged solution between pro's of Mesh vs Billboard, which I haven't seen before. (Has nothing to do with billboards just found it fun) Or rather a solution to one of the visual downsides of having simple grass…
The holes skewing is a problem with your Low poly, here's a good thread explaining it: http://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details As for the edges not baking correctly, here's a thread discussing hard/soft edges and UV seams:…
I don't know about poly boost toolkit. Seems to be a pretty old script that isn't supported anymore. But good to know it exist since i asked for something like that in another thread recently. Either way f2 isn't the only thing that makes this workflow better in Blender imo. Ther's a couple other things. I use another…