Yep, one shell for each face in this case. Level Of Detail is a different thing, that refers to models being swapped out with similar silhouette but lower poly models as the camera gets further away. You're right in that LOD and Mipmaps are similar in their intended function
If you really wanted to do this in Maya, you could do it with render layers, but I'm not sure what functionality the Onion has beyond swapping textures. Just assign your objects to a different render layer and apply a new material over-ride.
hahaha!!!.. now the whole world will know my pain!!!!! his cube is right next to mine... but seriously.. hope your having a good time ben pants.. austrailia is awesome!!! we can swap travel stories when we get back..
Tell ya what, I'll swap you sites and all you have to do is pay the difference. Which is $868.70. I await your check. http://www.websiteoutlook.com/www.vigville.com Yea don't ask me why its worth so much...
a degree is GREAT for meeting interesting people, deciding where your going in life, shagging hot women, taking too many drugs, not learning what you should be learning and talking alot of shite. NONE OF THESE THINGS SHOULD BE MISS-JUDGED AS WORTHLESS
Boardwalk is one of my favorite maps to navigate. There's tons of fun little spots to hide in, especially near the edges. I've also got myself a nice spot among the foliage for swat. Good work. I'd love to see wires/lighting/etc.
From what I've seen of the gameplay, it hasn't swayed me to buy this game. In fact, it has done quite the opposite. I'd need to see something really impressive before I fork out a thousand dollars to buy a PS3 and this game. -caseyjones
hmm....haven't had any problems with it at all, infact I'm enjoying it immensly. Definatly snagged a customer here...infact I've gotten like 3 or 4 other people around the office into it as well...I should get some sort of sponsorship
Try sub-dividing the floor plane before you import it, there is a max to how many times it will sub-divide in TB2. Also, you could try parallax mapping instead, swap the normal map model to parallax.
I'd recommend swapping the default red wax shader for something more neutral like the fast or basic shaders. The greyish cavity map on the red shader can make your shapes a little harder to read accurately.