I am coming across a small problem, for the main table/command board prefab. I made the highpoly, the lowpoly, I exploded both high and lowpoly for the bake, made the cage and baked the normal map, everything is fine. My problem now is to bake the ao for this model. I have to use the un-exploded version of the model to…
It all really depends a lot on what you're planning to do with it. You could still overlap most of those little columns because their AO will be the same or close enough to not make much difference. The two corner columns on the left side can be stacked/mirrored. Both sets of rectangles look like they can be…
Hey guys, i`m currently working on a personal project, trying to improve my skills. This is the current stage of the high-poly, more accessories will be added ( scope and strap ... not that many but hey ). Feel free to comment, critique, drop tips and tricks and have no mercy.
Hello! I am working in a new dungeon tileset for mobile in Unity3d, I will post my progress here and hopefully get some feedback from you guys during the process. Thanks for watching and criticize it with no mercy!
Reduced some of the polys around the horn-join (heh), gonzilla defeated by sheer willpower. Unwrapping and AO finished, moving on to painting! God have mercy on our souls!
Hi everyone! I'm a programmer that has decided that I want to do some modelling as well. I'm currently modelling a warehouse and was wondering how to optimize it before exporting it for use in the game engine. A have a few questions: 1. The scene in the modelling app has several meshes, outer walls, pillars, etc. Should…
My first iPhone game is now in the appstore! :) The gameplay is basicly a combination of physics mechanics and puzzle gameplay. Its set around these various chemical bubbles that come out of the pipes of the steampunk machine. Identical bubbles can be merged to generate bigger ones. If you manage to repeat that with bigger…
Hey guys, I'm currently making my first low poly asset and I've run into a bit of confusion regarding the workflow. Can someone please help me out? I've modelled a high poly object, sculpted detail onto it (ZBrush) and produced a low poly version of it. I'm now ready to bake in xNormal, but I'm confused as to how to export…
Since Silo's uv-ing is still a bit bug-riddled and useless to me (no merging in the uv-editor? wtf), I use Roadkill for that part of my workflow, also because of its coloured stretch-display, which is quite nice. I was wondering if anyone could help me with a problem though, since I can't seem to get mirrored UVs the way…