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    Shaka when the walls fell sleepy1212's Avatar
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    Re: high poly kungfu countered by sapien freeze attack

    Quote Originally Posted by LlamaMaster View Post
    Wow, you improved really fast. Your terrain looks very good considering how little experience you have. I noticed you chamfered your edges alot. This is okay, but you can't just leave the new edges wherever max puts them or else you have you will have ugly poly distribution (aka, the curves will still look blocky, and just have slightly smoother edges).
    i've been doing this for almost a year now i just haven't made anything i really feel is good to release...2 other WIPs i'll finish when i learn enough to achieve what i want to with them. i noticed max chamfers like shit sometimes...its a good point though

    Quote Originally Posted by LlamaMaster View Post
    The textures are blending together because of a lack of proper lighting/UV's/shaders. Rip yourself some good shaders/textures from the campaign and use those (unless you want to make your own, but it's a pain in the ass).

    The UV's are a different story. When you ramp up your curves/poly count, proper UV's become an increasing nightmare. You ***could*** just use a box UV map, but you will have seams everywhere. The alternative is dividing up your mesh and unwrapping parts of the geometry individually, but this takes an ungodly amount of time, and I don't think you should really bother for your first map. Just make sure that if you do choose the easy route that you don't tile the texture to hell like you did in this alpha.
    i like making my own textures, sometimes i use campaign details and bumps i just didn't bother making any for placeholders. though i was concerned about the cliff texture because in the past when i've made them with a direction "feel" e.g., with lines like my first build of this, the UVing looked awful when i made turns into tunnels.

    i think i may just make a simple but large highres texture and then make a better detail map that way i can cut down on the tiling and still have high lod. this will help because a box uv will a go long way like this..but yeah, i've spent days unwrapping terrain and i still end up with ugly seams.

    i'm going to unwrap the "floor" tonight and paint it sometime this week, this one is a must, no boxes here.

    Quote Originally Posted by LlamaMaster View Post
    Lightmaps are the easiest part. Once you have shadows everywhere things won't blend together, and your geometry detail should stand out more.
    that's good to know. there are hardly any very tight cliffs to follow that have good UVs or that aren't just straight up and down walls to compare to.

    thanks for keeping up with this as well


    UPDATE:

    unwrapped the floor and went ahead and painted it




    the unwrap isn't the best but about as good as i get atm.
    Last edited by sleepy1212; December 7th, 2009 at 10:26 PM.
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