I'd head back over to poopinmymouth.com and take a look at some of his UV layouts in the tutorial section, you could also google unwrapping, UV's, etc. You're not taking full advantage of the space right now, and wasted space is the bane of UV existence. You need to break up the pieces a lot more and scale them up to take…
Hello , :) Thanks a lot for all your answers ... Ok After having reqorked some topogy and remade the uvmapping layout here is the result , what you think ? suggestions or error you notice? Low Res High res would this last be suited for Making the normal mapping? I am now after those started to apply a script to adjoust the…
It can get really blurry like tulkamir said. At one job you could be responsible for building the entire mesh of a level based on a given layout. You could be responsible for modeling it and texturing it. Lighting and laying out entities could also be a part of it. For the most part you could "own" the entire level. At…
Mind posting some texture sheets and UV-Layout? I 1024 should be able to support some sratch work I would expect. Of course you can go with decals. I don't know how they turn out in cry engine but in some engines you can encounter flickering of decals when viewed from far distances due to depth sorting isues at large…
Hey guys. Thought I'd stop by and pick your brain a bit. We've decided to implement statistic tracking for our games. We spent two weeks putting together some stat collection shown here: http://metalanddust.com/?page=player&p=Zengi The layout is just experimentation at the moment, it's more about the stats displayed. As a…
Could you post the UV layout you're baking into? Might help to see how the texture is laid out. For objects with any level of complexity I usually end up breaking the models down into several parts, capturing the normals separately, and then re-assembling the final map in Photoshop. Doing it that way tends to make it…
Here's the dude, done modeling and optimizing, unless you guys can see anything else you think I could clear up. On to UV mapping and texture layout-- I'm thinking a simple style in the vein of Team Fortress 2 (Minus all the extra shaders-- but a simple, colorful palette that would be in line with the simple art style. C&C…
nice progress for the colour variation i have a tip. create your HP bricke=s with UVs (making sure they join in a cross formation, then duplicate them, and do an automatic layout on them once all postioned, then apply a brick style texure (no mortar just brick) with variation in colour across the map. this will randomly…
great to see UT3 custom content popping out here and there I am very curious to see the final level design layout. Small size seems more than reasonable here since the effort needed to create stuff for UT3 is way bigger that for previous releases I am working on my own DM map now, so I'll also post some WIP later on.…
hhmm wow... so the new controller is a gyro controller! awesome! you know.. just like those mice you see at best buy, you know the ones that just sit there and no one buys because THEY ARE STUPID the game cube controller was horrible with its retarded circular button layout, and this goes even further away, man i love most…