While I'd been playing games since the DOS days with stuff like One Must Fall 2097 and Warcraft gleaned from cover disks (yes, floppy disks) back in 1996, when Quake was released I just got totally addicted. After a year or so I discovered that you could make models and textures (or in my case at the time, just tweak the…
In one form the lightmap could serve as that. The lightmap is an unwrap, independent to the diffuse that serves to hold b/w information which get's applied (I believe it get's "multiplied") to the diffuse. That b/w information comes from the lighting setup. If you run an AO light setup, you would get AO, but if you put it…
Got a month left till school ends! Still got lots of work to do for this project, but it's coming along nicely and there's always new things to get excited about. :) I've been looking into Zbrush tile sculpts and more height map usage/ blending materials. After those studies I gained a big boost. Also had my first art test…
Thanks Ootrick and thepapercut for your precious advice which is helping me a lot but makes me wonder about many new things. My first question is when to "triangulate" an object and when we don't need to ? because I see many wireframe screens in polycount for example with no triangulation and frankly I don't see why I need…
The concept is indeed orthographic so take care with that. On the other hand, how do you plan on baking out stuff? I did this exact model not too long ago, and not even a 2K texture map was enough, I had to cut out sooo much stuff, that it stopped looking like the original thing, especially since you have scale up the…
In the high poly you want the pieces of the fire hydrant to blend together. Thats how it is in real life. They are melded together by a blow torch or something. It's ok that you have them separate in your low poly but I wouldnt have done it that way. I wouldve modeled it as one unit and had seams where the parts meet.…
@zachagreg hmm, I lilke this approach, though I think what I currently did was kind of similar. My texel density is 5.12 per meter, so a 2k texture fits and tiles seamlessly for my 12x12 meter modular walls. I made my texture in Designer, so I can use my height map for displacement. I can then create a couple different end…
use vertexblending to get some cracks on the texture in areas, i would break up the models though. make multiple modular walls, at least 2 or 3, preferably 3 with a different design to it, like more broken and worn down per different one. and then vertex blend on top of it too to break it up even more. right now its…
MechWarrior 2. But the more I think about it... the best way to maintain the unique feel of its early graphics would be to do really high-poly models but leave them almost entirely untextured except for vertex colors. The game used a lot of very saturated colors in its skies and lights and a lot of very dark earth tones in…
@BucketOfNuggets I have configured the outlines now so its from the origin of the model and not vertex offset anymore! Hopefully that will make it better :proud: (pics coming soon) I know that I don't want to go using 2D sprites (with a billboard tech), because they don't feel like they actually exist in the world. @Wendy…