Game Editing > 3D Modeling & Content Creation
3D Modeling WIP Topic
ratty redemption [RIP]:
cool and thanks for showing us the images and explaining some of your workflow.
would you mind showing us the alpha textures used here? also what poly count are those models?
my old pc I'm working on doesn't like hi poly sculpting or editing in blender although it can bake from about 1 million polys.
ratty redemption [RIP]:
I've had a ton of real life distractions so far this year, but over the last 3 days I finally got some work done in blender. The red section of this cliff face is new and I've tried to get more of a flow to the edgeloops.
dersaidin:
Cool Ratty :D
ratty redemption [RIP]:
@ dersaidin, thanks and this section is almost finished, just got to finish tweaking the uv's for the bakes, but as it will be using the same material as the other section I don't have to do any experimentation.
ratty redemption [RIP]:
I managed to do some more blender work today. here is the 2 cliff sections with their unique normal (low frequency) layers. they share the same diffuse, spec and normal detail (high frequency) layers.
although not very obvious from this camera distance and fov, I couldn't find a way to tile the materials across the sections so there is a seam. this was due to apparently the baking needing all the uv's to be within the default image space, usually uv's can extend beyond that space if the materials use tiling diffuse, spec layers etc.
@ kat, did you find the same limitations with your tiling prefab rock models?
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