I'mma give it to you straight. This is a good model that you've done. Well job'd! I'm enjoying the entirety of it except the m4 stock adapter piece. It looks blobby and lacks definition in it's shape as if you didn't have good references for it, #sorry. Mspaint is the shit, yo. The weakest part of this is the…
You PM'd me but I like to keep stuff in public posts just so if someone has the same issues they can do a search and find this thread with all the info in it. For video games most shaders have the same basic texture inputs, Diffuse (the basic texture) Normal (adds extra lighting info for the surface normals, adds more…
Vig's got some good answers. To be fair to you, I personally think building modularity is quite a complex subject to tackle. Especially because there are so many ways to do it. So don't feel bad about asking questions. It's a great way to learn! Look for your building specs and texture sizes and then create it the way YOU…
"Long thin triangles" have generally been more of an issue with static objects utilizing vertex lighting, whereas objects such as these that would likely receive real-time lighting aren't as affected by this....of course this also depends on the engine. As far as your texture size, there is realistically no purpose to…
I am aware, I pride myself in once being in the polycount wiki for the transfer attributes in Maya for this technique :smiley: Right now I'm trying to do it inside of Unity though. I know you could just do it in maya/max and import it, but I want to be able to do it in Unity for quick and easy iteration and also perhaps…
Clean public bathroom, eh? I have no idea how closely you are supposed to follow their artdirection, what they told you, how they want it to look, if you are supposed to make a convincing enviroment or even what platform and engine this is for (you could have left some very basic specs if you want specific crits and not…
Hey Eric! I've used the preview render feature in Max as well. It works pretty good. While typing my previous post I had a cool idea that we may add to future versions of ShaderFX that will allow you to render that materials. I need to test it out. We'll see . . . One thing that I've seen lots of studios doing is using…
your shader is hard to read broken up like that, try taking a bunch of screen shots and stitching together in PS so we get one seamless pic of your shader, it'll be easier to see how things hookup. As far as helping you figure out why your shader is broken I recommend going through each element and see how it's affecting…
My opinion is that you should probably do away with your 1-textureset-only goal. At this level, it's more important to have clean bakes and UVs, rather than stressing about optimisation, and all the extra problems that mirroring and stacking islands brings. My suspicion is that your texel density is not high enough, and…
That's a very broad generalization - borderline trash talk. Too slow for what? Material managers? UV tools? Exporters? Auto-riggers? I have worked on everything of that except the latter (rigging is not my thing) and I've never had any performance problems what so ever. The real benefit is that developing tools with PyMEL…