So im having a go at environmental modeling for the first time and I decided to choose a modular building~ I think im doing many things wrong but I would just like some confirmation. It took quite a while to figure out the UVs but I still think they look really messy... I'm just wondering if I'm going the right direction…
Well that all really depends on what you are doing. In the case of that window it was on the 2nd floor so that part of it was just normaled and then the frame was made from the chipped wood above it. Now if you are modeling the whole window you can do it in a few ways. If it is wood you can sometimes get away with just the…
Good start! Listen to what Shepiro has to say, he was a huge help when i started to work on stuff like this. Right now i'd say focus on the modeling once you get it down start to work on tillable textering (most of the time that goes hand and hand with modularity). Right now you seem to be giving everything unique texture…
i recognise that building its just in the northern quarter good start, is this building viewed from the ground, if so reduce detail much more as you go up the building normal map the details in the windows for example, same for the detail in the middle section
ok the sillohette thing, 33 tris isnt much, but its to do with more than that, game engines dont AA very well, generally 2x on a 360 is as much as you can hope for. lots of tiny parrellel lines will fizz like a bastard. and the silohete it gives you may be a couple of pixels difference at the corners, is it worth it. if…
thanks for the comments But reich, doesnt "unique texture space" mean every section of the wall/windows/everything uses its own texture so that nothing is the same? Im not doing that :o btw I have a question about how you go about doing the "inside" faces of the window frame... do you detach the inside face and then place…