This model took much longer than I wanted. And where I thought I was saving time by resurrecting and retouching an older model (and it did) the time spent went into the texture. Three times. I'll say it now, KNOW YOUR TEXTURE SPACE. I packed these UV's again and again, and it's all my fault for screwing up the first time.…
From piece to piece there's a lack in material unification. Here are two steps to correcting the process. Your texturing all lacks a dirt layer pass. Everything is beat up, weathered, yet still too clean and high saturation. There's a great tutorial about this, but I can't find it. May have a copy on my home machine. The…
@Cholden Don't get me wrong, I am not here to argue. If a Vet like yourself says so it must have some merit. I have been looking at alot of references. I found that the News Boxes were painted cheaply, whereas the parking meters held up much better, and the mailboxes were government property so they constantly were looked…
Probably screwed. Lol To answer your questions the best I can: -Light Maps are stored in a second UV channel in objects. So for example you export your model to Unreal. You would make a second UV channel with properly laid out UV's. You could auto unwrap or even let Unreal auto unwrap a simple object, but your best option…
I'm not exactly sure about the way people are using Crazy Butchers script. I haven't tried it out yet looks promising but so far I've gotten a lot of millage out of the standard tools inside max. I've used vertex paint to create custom textures from tiles. <font color="orange">Mini Tutorial:</font> Create a plane, 512x512…
I spent the beginning of the day screwing around with Mental Ray and various lighting methods. Then I made a couple new textures and... my brain dropped out the back of my head. I didn't know -what- to do. I knew there was plenty to be done but what should I have tackled next? Somewhere in all that I realized I had made an…