It really looks like an issue with your light map UV layout, sort of like shadows from one area on the light map are bleeding into other areas. Are you sure you've got at least a 2 pixel padding between all UV shells in you light map UVs? (4 pixels between each shell). If it's not that, then I'm wondering if it's an…
There's no trick, really. It's just a matter of relaxing the unwrapped shell(s). There are tools like rectilinear unwrap in Headus UV Layout and a similar method in Max. But I don't know the equivalent in Maya. As always with unwrapping curved geo to squared up UVs, it's always a trade-off of distortion Vs a straightened…
Fixed jbUnityTools to now have correctly scaled and dynamicly scaling windows in Maya 2015. Also tested in Maya 2012, 2013 and 2014. Download here: jbUnityTools download In case anyone is interested: once again it looks like they changed something in the behavior of the Maya "window" command, this time in Maya 2015. Last…
The high res textures look amazing, make me sad that all that detail is lost when you project it onto the low poly. What does your UV layout look like? Maybe there's some way you could maximize the head UVs so that not as much detail is lost. Other than that, my only critique is the eyes are way too small, lengthwise. The…
Some very helpful feedback! I will probably redo most of the pipes in this scene, they don’t really look interesting to be honest and are not doing much for the overall look of the level, and the papers scattered around was pretty lazy of me as well if I am honest, I did plan on adding storage/pens etc I just never got…
Was on the fence about redoing the UV's. but here we are, mid night, Re did a bunch of topology all over the gun, hoping to get a full "Pre-Final Test" bake done while i sleep. lemme know what you guys think of the new layout. I'm hoping I've resolved most the issues with the previous bakes. And now I've mirror and…
Thanks for the replies you guys! Flipping the green did the trick, but does it consistently need its green channel flipped or only sometimes? Also I'm learning how to use 3dsmax, It has some annoying UI layout differences but it seems to have a better workflow somehow. Lots of useful modeling tools. I may try it out for a…
You'll always have stretching, you'll never be able to get rid of it unless you have a seam on every edge, which is going to make the asset too hard to work on and too costly to use in games. The question is, will the seam be in an optimal spot and is the stretching acceptable? It really depends on what you plan to put on…
Matt's stuff is pretty good stuff. He has a very good way of explaining things, as well as a knack for touching on questions you don't often hear talked about much. I'm not a beginner, but I still find valuable stuff on his site towards improving myself. Some of it is rather common sense, but sometimes that's what you need…
Dude I honestly hate whenever anyone compares the game industry to to that stupid movie. So as a Game/Level Designer I try to explain to people that I am a "Digital Architect" that creates the layout and design of the game's levels. That usually works but sometimes people just assume that means I program everything. I have…