Yeah - I do have quite a bit of unique textures - but I reuse them over and over and clone stamp them in places...I didn't really care to optimize the scene as this was mostly a reason for me to learn handpanting techniques and to learn UDK since I'm new to it. I have used the WoW model viewer to see how they do their…
Here is the fix for anyone reading through this thread. I normally make 2 save files before doing bakes, one file where the mirrored UVS are overlapping, and another where they are moved over 1 unit in the UV square. I was still working from the overlapping one during the bakes by mistake resulting in the seams. To fix…
For sure Modularity can translate into interiors. http://www.thiagoklafke.com/modularenvironments.html Even spaceships can be modular; [ame] https://www.youtube.com/watch?v=OilFvOkkKbE[/ame] Props are usually a lot more forgiving in their placement in a level, so the grid system isn't a problem, as you said correct scale…
You should set a number like 256px per metter or 512px depdends on how close u get on the objects, and this program can help u do that. http://www.scriptspot.com/3ds-max/scripts/advanced-uv-normalizer , u can set a specific px area and it will give u the right texture resolution per object. This way you don`t get objects…
that looks super dope totally following this ! but dont you think the polycount and texture resolution for the guns is execsive it only fills like 10 pixels on the screen i used to work on a game quite similiar ( http://www.youtube.com/watch?v=puqXuQVWWZM for reference ^^ ) and our guns and pickups all shared one 512…
Also I remember discussing this on dotainsight, the major draw back from something like this is load time and memory. You would have to lead in 2 extra set data, that means having to compile textures either on the fly or at the beginning of the game to account for the extra level items. Imagine that over 10 heroes? Not to…
It's all done now, had a lot of fun doing this character. Ended up with 4K texture for the body, 2K texture for the head, 2K texture for the hair and fur, and a 512 map for the base. As always there's lots of stuff I would change if I could do it all again but that's the learning process of doing any art piece.