No, it looks like he's using hard edges but hasn't split his uv shells. (Edit, actually it looks like both.) Though setting all of the edges to soft in maya will introduce different types of errors (smoothing errors). Make sure "match using" is set to "Geometry Normals" in the advanced tab in transfer maps, this will fix…
Cool scene. Re the light errors, have you got enough padding around the UV shells on the lightmap? Could also be an AO problem in UDK, try turning the AO on and off to see if this makes a difference. To stop bleeding on the lightmap (especially where a flat modular piece butts up against another flat piece) you need to…
Painter itself can handle smoothing information just fine. The problem is in the baking because for every hard edge/smoothing group you need to have a separate UV shell. Otherwise you get the baking errors which is apparently what's happening on your mesh. More info is in the wiki. Farfarer was indeed referring to the…
That does sound like a substantial amount of content for a single-player game. But price is still going to be an issue. No matter how much I might have enjoyed the original Starcraft, I am not shelling out $60 a pop for all three entries. If the second and third entries are released with much more reasonable prices, I…
you probably have that idea because you are doing environment art, using tileable materials. For non-tileable materials flipped faces don't make a difference. I regularly flip shells if its gonna make them fit neater and I know they aren't gonna need any tileable texture or pattern applied to them. also a meshes face's…
How important is it to be that way? You could always redesign it slightly to make it loads easier. If you cap those holes, add geo to the cap to make the form still work, and delete the back polygons it would simplify it. Not only would this be easier to work with, but it would also save a good amount of geo. If you do…
Sharing my moodboard & some redpen self-feedback/self-review stuff: Notes for people who can't understand my random scribbles of utter genius: * increase intensity of soft green light from exit sign to what it was before * add gimmick light of soft green to highlight the door (might add actual handle mesh to it also) *…
like many others I used to mark seams and then flatten (relax) shells but I found it to be much much faster by simply selecting faces (e.g by normal angle) and then flatten it as a shell like this: I binded the "Planar" button from the unwrap UVW interface combined with a relax iteration on a shortcut. The same can be…
So anyway, why are you making it? It sounds like it's not for anything specific so I'm going to guess it's a portfolio piece. This may be harsh but I'm going to suggest canning it since it's a small boring room that doesnt show off much of what you can do. It's not really selling anything to me, and while I could help you…
We are a small group looking for some help with completing 2D sprites for an Android phone RPG. The game has most of its functionality already, but we are lacking in art assets. There is plenty of room for creativity and we would be glad to hear any suggestions you have for the game. The game's story will be focused around…