No worries man, the decision making just seemed odd to me. Whether you merge the meshes together depends on your setup, but it since there will be 2 material IDs you will get at least 2 draw calls anyway. What you don't want is a bunch of different meshes for each piece of decal geometry. Also keep in mind you can use the…
Thanks for the suggestions :} I like the idea of the arcade, along with the neon signs idea :] I should have both accomplished within the following week. I also plan to eventually get around to making more gear/cogs/pipe fixtures and assemblies as I progress, trying to tackle the "big" objects that kind of stand out…
Hey guys! Sorry for the delay. I'm calling it done, though the little things to fix are almost endless. I did learn quite a bit working on it and I'm eager to start something new. Now though, I have to finish making the short film at school, so that's a few months of crunch for me. I'll see you after that with a new…
I love polycount, I think the community here is great and the feedback I get is priceless. The downside to polycount is the commitment, there is none. An artist can pop on and comment on my work and never respond again. Also polycount lacks videos explaining how to do a particular excersice or technique. Another thing is…
sorry for the delay ths shotgun and charlady :> kinda busy this days and very soon some small summer vacation to tane my a.. eheheh! good lord no internet where i'm going hope to survive! here some random stuffs i dide this months hope c&c are welcome :> doodls tradicional must love the brush from pentel! ... piece for…
Thanks a lot, i'm definitely with you on the dirt and wear, want to push it further. I´m looking in too decals in unreal but it doesn't really work at the moment but then i will give the wall some breakup. Also some of the props are still in the first texture-fase and i will try to push the Last of Us theme more. Yeah it…
I did the same thing you mentioned in your previous post. I beveled the edges by a small amount and applied smooth shading. I'm rendering it in UDK. It's for a Helm's Deep map that I'm working on. And instead of baking, I'm thinking of using some decals and vertex painting so that I can hide some details from the sharp…
Here are the Texture Flats for the Runestone, its extremities and a blockout of the Presentation scene. Im working on an idle animation for the runestone. Ill post a video of that soon. My current plans for the scene: - Add glow effect to the stone (In progress) - add a runic Curcle under the stone proper via decal…
Hey Aston, really nice start to this and also interesting idea for your project. One thing that stands out to me is that the stools/table aren't the right size when compared to the railings (looking at the 4th pic in your latest post). Kinda get the feeling that if someone was stood up next to those railings they would…
Update 31 october -Fill End room with static mesh...considering to make more later, looks too much re-used -Tweak the lighting a bit -Add UDK vegetation to see how it feels before making my own -Add dirt/scrap spot on the sides of the walls -Changed the material on the floor -Added couple of decals -Tried to add…