If you don't have a clear idea of what the building should look like, then building a blockout is a good idea. It's usually a good idea to do this for a game level too. But usually you can use just boxes and simple shapes to make the blockout, not worth the time to make custom detailed meshes. You shouldn't unwrap any of…
Heh...I just read your little poem thing and skipped the rest. Either way, think of all the little cubby drawers you'd have!!! but yeah, it's not very portable. It is built modularly though.
Well, I wouldn't go for packing all the UVs into a single map, at least not with unique UV space for each face. Take a look here. http://wiki.polycount.com/ModularMountAndBlade
Thanks for the advice man, after looking through some fairly creepy sites, I managed to find this set of images for an underground tunnel that I thought looked pretty cool, and actually fairly simple to accomplish, but i can add enough to make it look cool. Uploaded with ImageShack.us so yeah, not my only ref but just…
Lookin' okay so far. I like your floor glass and metal tiles, they look very stylish and create an interesting view of the level below. Like you said, you're missing a lot of detail pieces but you might also consider having a larger focal point to the level- the pool of water, for instance could be part of a larger…
its just a matter of practice. my best advice would be to work as neatly and modularly as possible. break code into functions as much as you can, and print out to the console alot. When you break your scripts down into functions it becomes much easier to locate errors and also becomes alot more readable. When you are using…
Ok , ive tried searching through the forums and the internets and i cant find anything on this. i have a character model i built a bit modularly as a result the arms and legs clip a bit, i wanted to have everything baked to one uvmap so thats set. i thought in xnormal batch protection wouldnt overwrite the pixels of…
We have many resources on this subject. These links should help you http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/Texture_atlas http://wiki.polycount.com/wiki/MultiTexture
gauss: Cheers dude! vahl: shouldn't be too long now to release - I think a first version release will be happening sometime this week. dom: I was thinking about doing another shader after this one in a kludged ambient occlude type of vein... playing around with generating a reflection cube map, and sampling points in depth…