The trains material definition is really bad and could be improved a lot. I get that it's an old train but try adding some specularity to the windows, paint and/or bare metal. I'd also try to make the train a bit more interesting with some panels and such as there are way too many flat areas with nothing going on. The best…
Thanks for the response repete. Filling the UV space with a tiling texture would definitely solve my problem. The UV mapping and texturing method that I'm using is similar to doing just that. In my case though the bridge mesh pictured above is UV mapped so that the UV shells of the 'stone path' are all equally sized and…
Yes small artifacts like that are normal (no pun intended) when having hard edges like that. It's due to the fact that a hard edge is in essence splitting that edge. The only thing I would look at changing on the highpoly is that inset edge that runs the perimeter of the blue piece. That inset is super sharp resulting in…
The tutorials that come with max (as cheesy as they are) can't be beat for learning the software itself. Youtube is a great resource too. Once you get past the program basics I suggest you check out the wiki here on polycount and if you want to fork out some cash, 3dmotive and eat3d have some really nice products. WARNING:…
Jeff Parrott > Totally agree :) I intend to add some unique props to this Inn a bit later to give it a bit more story and character. For now it remains pretty basic just to work on the basic textures first, to get the overall mood of the town/environment and all. But I know what you mean, I don't give enough credits to the…
Since we are talking about Mudbox bugs, does anyone else here encounter the following problem : Hi Guys, When I export things out of Mudbox 2014 my geometry gets slightly jaggy. I think what is going is that numbers of the vertex positions get rounded off to number with less decimals. This is causing noticeable artifacts.…
Since it's a circular shape you can use a simple radius logic in your pixel shader. With this you can shave the sine calls for some extra performance. Using particles (ground-oriented quads), you can supply the time and the radius of each particle as uniforms and grow them in the vertex shader and output the circle shape…
EDIT: Deleted an Imgur account and realized all my work pics were attached to it. *FACEPALM* The Work as it stands (UPDATE: May 3rd 2014): Right now I have done a few texture revamps on assets. Here's some of them: The Platform: Turned the floor into a tiling floor texture: I made the choice on feedback stating that I was…
el updato, i messed with the ruins to have less straight lines so it looks more natural. added candles to add more interest and light to the piece. also added vertex colors to a lot of things. im constantly rearranging things as i go along too. next things to do are add the white cloaked figure, finalize all textures, try…
@dasilvardas It's definitely better to export your normals using a 16 bit TIFF image at first. Once you're done texturing in substance you can export your normals to TGA or whichever format your engine uses. As far as smoothing groups are concerned, if you have a synchronized workflow, (meaning the normal tangent space is…