here are the final assets for my assignment, each asset is centred in on the 0, 0, 0 axis points to be easily moved around the scene as intended using grid snapping. all materials work as intended, and did not provide any errors that I was aware of. All feedback appreciated :D
http://www.vbs.tv/watch/the-vice-guide-to-travel/the-vice-guide-to-liberia Check this out. It's called The Vice Guide to Liberia - It's short, but wow. It's a great glimpse into the hell hole that is Liberia.
Armenian District Floor_Mat_01 I have made a grid material in designer and imported some cards in Unreal Engine to make the first part of the floor. Later I will make the 2nd part of the floor then, add some elements to the floor to break the repetition.
Strange, I've never even heard of it. I'll check out because I love racing games, though I've never liked the handling of bizarre creations games, I love Codemasters handling, specifically the older CMR games and GRID.
Of course it's the topology density. 1mill is very low for what you're doing. If you have a grid-topology and you cut diagonally against the flow of edgeloops, you need a very high amount of polys to maintain the detail when zoomed in that close.
It's probably an unlucky driver incompatibility/problem that has shown up. Try changing drivers perhaps? Btw, your models don't look transparent, it's more like the seperate types of item "layers" (geometry, grid...) have their opacity messed up.
@pior Thats exactly what i did last time. And it resulted in my grid beeing all weird and my clipping became an issue. Im using 2012 so i dont think it should be any different from 2010.
Yep. I modeled the brick pattern on grid in Maya to make sure it tiled, then worked them up by hand in Zbrush. Then once the sculpt was finished, I grabbed it as an alpha brush, tiled it in Photoshop, and then painted it back onto a subdivided plane in Zbrush.
Yeah, I sorta get that. That's actually how I had it set up originally. The thing is the dimensions of that piece is 2048 by 1209, which is a problem. You can see it here: Is it better to make texture to the grid first, then make models that match?
Thanks Froyok, i understand where your coming from now. I tried to follow that link you sent. i snapped my UV boarders to the grid in maya. but its still the same. am i doing something wrong?