Thank you for all the suggestions! I see the benefit of using macro normals, but I still haven't given up on the idea of one continuous mesh for grout and tiles. I have found a cool script for blender that automatically vertices at the intersection between two meshes. I'm trying to find a way to use that along with clever…
Soooo, been looking on refs and trying to find tuts on building mountains but, it seems pretty much non-existent. My impression is that you could do it in 4 ways, either get/make an displacement map, world machine, zbrush it or make modular part and combine them into a mountain. Not sure by how my results would be from…
Thanks for the comments guys. aesir: I don't actually remember how many heads tall it is, I started with an old base body and then built on it. I am sure I agonized about it at the time, but yeah, I don't remember. The hands and head are also separately kit bashed so they might be off. Jon Rush: Thanks for the heads up…
Most bad advice I've received either stemmed from a "rule of thumb" or the adviser's own shortcomings. Valuemeal, it sounds like most of yours came from the latter. I wouldn't call it sabotage so much as people trying to give advice on fields they have little/no experience with. Advice is not law and it never applies all…
If you use Maya then why not build it there? Set up your image plane and scale the drawing to real world size. If you draw your sketch with a mm ruler using a 1cm = 1m(or equivalent ) scale then you can just choose an arbitrary wall from your sketch and scale it to suit based on your Maya scene scale. In the early stages…
@Ampaist- I cant really give an accurate time frame because it was worked on for short bits and some long. If i had to guess I would say MAYBE 30 to 40 hours. I have some other stuff that this scene doesnt show either. I was modeling it out to be a complete level but just used one small area. With the particle thing I just…
I've not really done much modelling recently, at least none that I have any interest in any more. Modelling was my first interest in game development though, and I even work with some folks at TF2Maps.net to make a model pack, earning a Map Maker's Medallion in the process. It was the Construction set, which you can find…
Thanks for feedback guys! @slipsius: The shingles were done that way so that they were modular pieces, but I've since changed that in favor of a more unique roof as Cody suggested. @praxedes: Thanks for the suggestions, I'll keep them in mind for next time as I'm aiming for a more mid-poly environment with this one. Got…
As mentioned, comes down to personal preference. IMO though, I see Maya more as a organic/freeformish kind of modeling app, and great for rigging and animation. While Max to me seems more like a structural and precise app. Still, both can be used to create modular assets with the same precision and vice versa. And there's…
I would think that with art assets taking as long as they take to make that there would be a strong need for modular design and level assets that can work in multiple ways or with multiple texture sets. With each art asset taking a valuable amount of time to come to fruition, it would be paramount to design assets that can…