The frustrating part is that most of the maths for this stuff has already been worked out but it's languishing in scientific papers or PhD projects and never really finds its way out into the creative toolsets. Eg. Something as simple as generating median curves (or whatever the 3d equivalent is called) of a solid mesh…
Its a generally accepted rule to keep as few separate uv islands when creating a secondary lightmap uv layout. The reason being the more exposed sides of an island, the more pixel padding is going to occur. Add in mip mapping, and it can get ugly at times, where pixels bleed into each other due to insufficient padding. I'm…
Partial answer You can't transfer uv between different meshes topology-wise as uv is basically your unwrapped mesh. You need the same vertices, in the same order, same faces to transfer uv... However, you can reproject a texture between 2 different uv layouts. You need to unwrap your retopo/quad mesh. As for projection, i…
There is always need for quick and efficient prop/asset guys, environment artist will always be needed, as the worlds get bigger and more visually demanding. Right now I'd say the most important aspect is efficiency and the ability to optimize. Texture budget, tri-count will always be different, always. Depending on what…
Thanks for the advice, I appreciate the honesty. As far as the layout, as I said before, it can't really be helped. I removed the pillar, as well as the campus building (which I did not know how to use tiling textures without either increasing the polygon count, wich I don't think I could really afford to do as the…
I had a look at Silo a couple of weeks ago. Their features page was bullshit central, don't want to try it on principle. Example: It sure doesn't help that this is the first thing they list either. If I want less clutter I turn shit off and save the layout for later. And I use marking menus, at least in Maya and other apps…
Ladyknowles, Thank you very much for the kind comments haha really glad you liked the tile work. I have a new layout I am working on now for a new scene, that one was just a test. :poly135: Not so sure on the being bad ass part but thank you. I have been checking out your work for the last month or two. Your stuff is the…
Which modelling program are you using? This could be a simple fix by flipping the green channel in your normal map, or it could be a shell/UV layout issue in 3ds max. As for the issue as to whether or not you should just have a normal map on something so basic. It's really up to you. I would just add more detail in general…
Overall reference for some awesome inspiration and some of what I'm going for. May still post some reference to get a better idea of the "holding up the kingdom" thing and/or lighting with windows or openings. Some very early concept ideas. General layout trying to get a feel of whether I want to have the King sit at a…
You could play around with an emissive map in your mushroom material. Make a texture that's black and white. black where you don't want it to glow and white where you want it to glow. Depending on your UV layout you could even make them glow at different levels by using greys. https://www.youtube.com/watch?v=n5q2qjp6KoQ…