Looks nice... I'd wrap some tape around the top part under the barbed wire though. I would imagine without an abrassive surface the barbed wire would slide right off. Can I ask how you intend to bake this?
I don't think it is intended to have everything on one texture sheet. He mentions making modules to breakup the modular pieces that would be used alot, so maybe these module type pieces would exist one map, and then the base modular bits on another.
I agree with ZacD throw a base texture on there first and see if it's even noticeable from a reasonable distance. A player would never be able to get that close to an object in 99% of use cases unless you're intending for this to be in VR and actively being picked up and inspected.
Oh dude, Joy. I deleted A_B_Head01.max and it ran through the remaining 5 max files correctly, changing all Materials, and all files, just as it's intended. It so works. The script doesn't like something in A_B_Head01.max... I'll keep testing it.
I could feel the environment and they all look good,but some how they also do feel bare in terms of prop population or kinda dirt and and decals which seems to miss, the rocks feels too smooth and nice to me.IS that the way u intended it? Vj
Choose a better concept unless you're going to go through the concept art process with this and create some design iterations. @BIGTIMEMASTER Alex, just as a gentle criticism, I feel like you can generally be more succinct about your intended advice.
Damn, I intended to post something about this and forgot He was part of my childhood too. I thought he was a bit of an ass at times when the kid seemed to annoy him, but otherwise he was a big science influence for me and I appreciate that. R.I.P
Since I already have a rough UV layout (which will change once I start doing a bit more work on the model) I spent a little while and roughed in colors and spec to see if things will work out as I've intended. Whatcha think?
Maya 2016's target weld behaves differently from previous Maya versions. When you select verts in vertex mode it remembers the selection. Now when you use the target weld tool, it automatically goes back to selecting the vertices that were previously selected in vertex mode. This is a problem because sometimes you switch…
The offsetting of UVs into grid squares is just a convenient way of organising UVs assigned to different materials. The big UVs are - as you surmise - a means of increasing texel density There is nothing special about UDIMs - it's just a naming convention for a standardised system of managing multiple material assignments…