ehmm.. the UV layout seems to require a bit of work.. i also dont see why you went through the trouble to create the intricate interior of the lamp when the canvas doesnt show through at all..
It's just a scene he's using to test out the assets in engine and such. I'm sure when he starts laying everything out to fit his initial layout the assets won't be placed in awkward positions like that.
Damn, that looks amazing jeremiah! You owe me now a new pair of pants. I only wish that you had done more angled pieces. At the moment, the layout has that, square,"modular" feel to it.
Tested it with writing the string to clipboard for UDK to paste my maya layout and it works perfectly :) Can manipulate the pivot with the cube mesh getting the correct transforms in engine. Sadly we're not able to use UDK for the project :(
Can we see how your uv layout, because this looks like it could be something with with your smoothing groups Oh yeah that also, you just need to use a cage when using xnormal:)
Thanks for this awesome tool! The language you use in your update notes seems to infer that you are going to make the ref board able to save image information and not just layout data at some point. Is this true?
I like the layout. Works well. And the content is good. I would change the times new roman font for the menu on the home page to maybe a smaller case of the font above that you use with your name.
Hi Dobrich. Actually you can make those details in nBecause but I want to express it in Zbrush. in Zb help me easier for the layout but the location, small loudness ... etc and I like to do it in Zb. =)
Hey man, this is gonna be good! Just first thing that came to mind is those old school towns and their organic streets and alleys. I wonder if you will be trying to achieve that kind of organic layout as you progress?
The large images ruin the whole thing. I have no issues with the simple layout, but with the loading times, no one is going to stick around to see any of your work, which is a shame because it's all pretty nice.