bit array is though a lot faster - and if you are once familiar with them they can improve the performance. And some methods in maxscript require bit arrays as parameters like when passing over a selection to transform and so on. for bit arrays you can use:for v in myBitarray do(print("element: "+v as string);)
Hey, yes you can >export all the textures normally as if you were going to use them in an engine. >Then in a new project import your full model and all the exported textures. >Create a simple solid layer on each element and drag and drop your textures on each channel (color, roughness, etc.)
there is one spot i don´t like: in this pic right from the sightview there is this rusted yellow thing. at the wireframe it looks like a quarter of a oiltank and simply sticks into the bowframe. Also the texture don´t hide this really good. Adjust the rust and occlusion so it fits together and seem like one element
That doesn't sound terrible, if you factor in the unfinished code and level that was probably rushed out for E3. At this point I'm expecting something like Human Revolution. A game that's pretty solid in its own right with some impressive elements, but one that can't hold a candle to its predecessor. I think I'm ok with…
This is sort of a look and feel sketch I did tonight, the design is still in progress and will probably end up looking a lot different. Going for a Forest Knight kind of feel. I might make the metal elements detailed as leaves or something. I'll figure it out. Now, back to client work for the night. :3
Assuming you want to keep it alpha blended .. What Eric says will help, if you need more, separating every element of the transparent meshes to individual objects and centring their pivots they should sort pretty well(freeze transforms too obvs As far as settings go, Depth peeling is usually pretty reliable.
One thing to keep in mind is 'likely distance from the camera'. If you have a general idea of where the player/camera is going to be, and where it won't be, you can choose simple approaches for assets that never get real close, e.g. midground elements the player can't get to, or usually won't go up to.
While it does take some visual cues from the concept, it doesn't look anything like the concept in regards to style. You appear to have left out the subtleties or miss-proportioned most of the major elements that makes the concept zing. maybe try making some plan views before you model?
Paper Mario makes fun of the fact that Mario is flat, but not that he's made out of paper. I can imagine some of the humor being the same, but the elements of hiding behind stuff and acting as if you're part of a drawing are certainly unique, to my knowledge. Looks nice, hope they can work it out nicely too.
To be honest looks like you made some window textures and put it on a box. Buildings have design elements your is just windows. Find a building that fits what you need to make and make everything you would need to make that building. Then from those parts try and make different ones.