I don't recall exactly where I saw it... but there was an environment artist from Epic who detailed how they constructed the architecture modularly in Gears of War. If you want to make environments, modularity is almost always your friend. Regarding your spec and normal maps: Specularity is never truly just black to white.…
Thanks for the feedback! I think you're all right in that I did go crazy with the UV space on my maps by having them all 'unique' when I could have overlapped the ones that touch each other and shared common surface detail. Anyways, I took a look at a couple of tutorials on how to make better spec and normal maps. I think…
You're right. I've run into an issue where by shrinking all the UV's into their own space instead of figuring out how to overlap and share space with them, I ended up losing detail from the smaller size (for diffuse maps), and not being able to get much detail at all when trying to create a normal map. As for the spec map,…
Way too many excess iterations in just about anything. Why are you collapsing some geometry, but floating others? Float the two levels from each other and save yourself a few hundred tris. Lighting is your friend. Even a very simple 2 lights in there, one primary source with shadows and one light with more subtle…