Yeah you will get some distortion but it's worth it to save UV/texture space. In addition to being easier to paint, normal/specular mapped edges will turn out better as straight lines of pixels will display clearer than curved lines of pixels especially when mip mapped. It also keeps the true vertex count down provided all…
Hmm, well I used the Vertex Normal Edit tool and it appeared that all normals were facing the correct direction. I've deleted the object history several times, and I ended up selecting the entire object, reversed the normals a few times, and was able to somehow apply a second bevel successfully. Now that I'm on the third…
Don't worry, you don't come off as a jerk at all. I know sometimes I feel the exact same; I'll get a critique on something and I dont apply it because I'd rather start from scratch (you can't polish a turd :D ), and I think people sometimes think I'm lazy But yah, for sure look into vertex blending and ambient occlusion.…
Hi all, Here is another update: -i started texturing the building and testing the vertex mesh painting and so far it's looking good. The building is not UV'd properly yet so there are seams and stuff. Once i have the textures looking good i'll re-uv the whole thing. -for the interior i will add holes and broken ceiling so…
Hey Lawless Flogic! Your characters look interesting for your game :) . One thing to point out on your bricks is that it looks too tile able and I can pick out the lumpy bricks every time it tiles. I suggest maybe spreading them out more evenly through the texture rather than having patches of flat and lumpy bricks. I also…
perhaps adding more details with models helps break it up. but question comes down to uv's as setting my texel to 1 meter for a 1k texture. obviously if i have a 7 meter high wall then my uv's look like this. where the small grid section is the 1 meter 1k texture. if i was to have large rubble with normal maps then at this…
Yeah its all about making it tile properly as well that's the thing cause you don't want to make details that are too unique and then it tile horrendously. I glad you found the critique useful, you have been churning out some really great stuff recently so those were extra anal points! Yeah you could always go for a…
@Tetranome Thanks for the great advice! I agree on the spiderwebs totally. I'm still reworking and tweaking them, taking into account your suggestions. It's incredibly difficult for me to get the opacity right, as from close up, they're visible, but from a few steps back, they're almost invisible. Can you give any insight…
Very chaotic topology... The forearms need a few more loops so the wrist twisting can be spread down the forearm, it helps avoid the "candy wrapper" effect. You should research "twist bones". The elbow joints are very compacted and going to cause problems, researching joint topology will help. I suggest taking a peak at…
hey i'm not sure i fully understand your question, but i'll say a few things and hopefully one of them will answer: first of all, i think you understand that textures show up in texture mode when referenced through the UV/Image editor. Sometimes it's finicky, but you have to be in edit mode, select all (after you've…