TB's Stuff, Glorious Progress! |
TB's Stuff, Glorious Progress! |
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#1
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![]() Motherland's Finest ![]() Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" ![]() |
My first try doing this,cause its vacation time!Any thoughts,suggestions,help would be graciously accepted!
![]() ![]() ![]() This post has been edited by TimeBurner: 5 Dec 2015, 10:40 -------------------- |
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#2
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![]() ![]() Group: Members Posts: 565 Joined: 6 February 2014 From: USA Member No.: 10285 ![]() |
Yeah, for everything in ROTR, 3,000 polys is about the upper limit and reserved for things that appear on the map relatively few times. Most things trend around 1,000 polys, with very mass producible things like Battlemasters and Hoppers going lower (around 300 and 100, respectively).
When making the UV maps, it's best to put faces that will have no differences between them overlapping. For example, all of the drivewheels on the T-90 are probably not going to have any differences between them, so they can all use the same area of the texture. I would refrain from doing this for two halves of large symmetrical parts, as you will be forced to mirror the textures which will look odd for uneven things like battle damage or some types of camo. For texturing, look for Extract Image or something like that (don't normally use Max, so not 100% sure) on the UV Map. Save the file, and use it as a base for making the diffuse texture (the UV Map will outline the faces, which you can use to add details into areas and make it look prettier). I generally have the UV Map on one layer, and then add layers on top for detail. Keep up the good work! |
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