Wow, it figures I would get a flood of comments while I was out for the day! Okay, let me try and get to everyone in turn: IEatModels: Thanks! Musashidan: I'm not entirely sure what you mean by "solids"? It won't work on splines for example (though plans are in the works) -- basically it will work on anything that can be…
Hello again :) First, thank you all for your feedbacks. Dustinmaertz - Sure thing here is some steps for the stairs. Machiavelli - Thank you very much :) Yes I have baked HP in Xnormal (AO,NRM and Object space Normal) and then, used Quixel suite (it never stops to impress me btw) Valitri - Thanks a lot for the Feedback :)…
I'll bullet point my critique for you :) - Too dark, can barely make out some of the details in your art. - No objects to indicate where the tints of red light source come from. The only place that indicates a source of light is the window. Either add something to justify the light source or adjust the light in a way it…
@skodone: Most of the textures are done in 4k, but later on get downsized in engine if there is need (and there usually is need for that). :) @Nuclear Angel: Thanks! Each asset is different and there is usually various ways of going about making it. Creature works were mostly done in Zbrush. The followers however are done…
Alright here are some updates. I took crazy's advice and started building this in UDK with some base textures. So far I have a sand/dirt/rock texture. Taking a bit longer to completely hand paint textures than I thought... how the hell did people used to do this lol. It took my a while to learn a lot of udk like vertex…
Great Start! On the whole it looks nice. However couple of things: 1. More spec response from your tiles, use that roughness map and give it some nice variation. you can always use decals or vertex paitning to give it a rough feel in the edges 2. The wall texture is nice and redable (good!) bu the peeling paint texture…
Hey guys! Thank you all so much for your help so far! I went back and edited things to try and make it better! I split the inset part into its own piece and collapsed a lot of the edge loops down, tell me what you think! Could it still be a lot better, or would you call this a successful static mesh model for a game? Thank…
As I promissed the script is redy. :) --******************************************************************************************************-- Created: 29-06-2011-- Last Updated: 29-06-2011-- Version: 1.0---- Author : Kostadin Kotev / miau_u@yahoo.com /-- Version: 3ds max 9 and up---- Discription: Requested in…
Oh, I think I'm getting what you mean, but first: Doesn't he say he baked from a Highpoly Mesh and then made another normal map (for more details) with Ndo2? (You said he baked the highpoly with XNormal, which sounds confusing) This tutorial lacks a snapshot of the UVs for the walls. It would be pretty self-explanatory if…
Ha ! You probably fixed it thanks to another factor, because ... you definitely do not need the highpoly to be bigger than the low. As a matter of fact you usually want the opposite - that is to say your low being slightly beefier than what your retopology step gets you, in order for the lowpoly model to not look too weak…