This is what I did before. Its the part I marked "pipe" that I question the nature of. I broke it where the arrow is. The two bigger UV sheets is the corresponding parts. They extend the 0-1 space, but I feel I am not getting enough texel density out of it. Am I to anal about it? I don't want to cut the pipe in two. Since…
Thanks for gathering these resources. Can we ask questions in this thread too? I hope so. How would Stefan-Morrell texture the parts of the building that aren't facing outwards. I'm assuming he would just map these parts from the other areas of thebuilding facade texture/picture he was using? Is this a correct assumption?…
Wow, thanks for all of the encouraging words, dudes! I'm not sure exactly about animation. I would love to eventually put it in Unreal, and for that I think I need a skeletal system of some kind (or can I simply link the individual parts together? I really don't know). I use SketchUp at work and have gotten pretty adept at…
I've just noticed that the title of my WIP thread has an error: it should start with "RGCA", not "RGAC". I'm slightly dyslexic...:shifty: Anyway, this will be another how-to. 3DWarehouse has lots of useful models, and via 3DXchange we can bring those into iClone. Models exported from 3DX5 work in iClone 5 as well as 6.…
hello everyone. This is Edgar for the Spriter team. Thanks for the interest. We're completely flooded with emails, etc at the moment, so I may be a little slow to reply, but I'll do my best to get back here and answer any questions. I apologize if this is a little tl;dr, but I'll try to be answering all the questions I saw…
First of all awesome, its a Supra! Now for automotive work you model the car mid poly, I have never seen automotive work going through high and low poly. Due to the nature of car's curvature shifts and mostly flat areas. Usually you bake the mid poly car onto itself to get the required maps. Having said that vehicles that…
Sorry to hijack your thread praetus, but I also have the same problem as Synaesthesia. I combine every part together before exporting in maya, and yet, only one part shows up with the texture in 3do. The other ones remains glossy with no material. What I don't understand though is that in the demo scene it doesn't have…
Here's my feedback about the topology : On the organic parts it's gonna be easy, just remove loops and add some where needed, don't be affraid to create triangles, it's totally fine if this part of the mesh doesn't bend in the opposite way of the triangle. On the hardsurface parts there are a lot of completely useless…
i think the main problem here is going to be the different slope of every level's roof. in a modelling app i would simply try a modifier with a curve. i don't know if something like that is possible in a game engine, too. however, you could make the central parts of the roof flat. then, you only have to make one corner…