13 more posts in this thread. [Missing image file: megaten-title7.jpg]
Are there any 3D CAD programs that can display something like "shadow copies" of a mesh I'm working on, in a pre-configured array?
I'm working on a dungeon crawler video game (grid-based, like Wizardry, Eye of the Beholder, Shin Megami Tensei, Legend of Grimrock) and it would be nice if there was a program that could let me edit individual wall tiles, while also auto-displaying exact copies of what I'm working on in certain arrangements in a sort of virtual diorama so that I can have some general idea of what the wall will make a hallway or a room look like, without having to switch constantly between my CAD program any reloading the asset in my game (slow).
I'm using Blender right now, and I'm not sure if Blender has this ability. If not, I'm far enough in programming the gameplay that I can probably confidently buy one of the more expensive CAD programs from the Autodesk monopoly.
2 more posts in this thread. [Missing image file: Capture.jpg]
I'm a newbie here, just started 3d modeling a couple days ago. Started with blender and wasn't liking it so I picked up maya and I've been really digging it.
Anyway, I got to a point where I was happy with my model and I wanted to put a texture on it to make it look better. I figured out how to do the UV's just fine and import and export and import again, I know how it all works, it's just creating the textures themselves that I'm finding very frustrating.
I guess I'm just not a very skilled graphic artist, something I suppose that would come with time. What I'm trying to do is make textures for a pre-existing game, so I have to conform to that art style. This means just copying and pasting textures from websites doesn't really work in this situation. I'm creating items that are supposed to be unique and exciting.
What I'm wondering is, is it unheard of for a 3d artist to team up with someone who's a graphic artist to make their textures? or is that generally looked down upon. If not where might I find one such graphic artist, preferably a place a little less hostile than /ic/.
I realize I could put the time in to get better at it myself, but honestly this is a hobby that I've grown very fond of and enjoy quite a bit, drawing up textures in photoshop however, not so much.
Thanks for any advice you guys can offer, it's appreciated and because a picture is required, here's something I've been working on tonight.
No I don't think I'm awesome and I'm open to any and all criticisms. I do realize that where the shaft meets the top is shit right now, that's what I'm about to start.
UV Resolution and tilesets?
2 more posts in this thread. [Missing image file: Sky_Bike_Test.png]
Hey there /3/, I come with questions!
I just spent the day modeling this... erm, sky motorcycle (?) and unwrapped the sucker. This was actually the first time I ever unwrapped a model, so it was interesting to say the least.
I wouldn't mind using this thing for a game or mod, but the problem I've run into is that there isn't enough UV space for the model. I can scale down the individual UV islands and make everything fit, but then I take a major hit with the resolution.
So, my question is, in modern day games, how many UV tilesets would something like this vehicle have? It would be something the player would interact with, not a background object. I know that some characters, such as those from the uncharted series, use two UV sets (one for head, one for the body) but couldn't find anything about having two UV tilesets for something like this.
The unwrap isn't exactly complete; I stopped scaling things when I noticed just how big of an issue the resolution was going to be. I also have to fix some nasty seams. Also, that's a 1024 x 1024 tilemap I applied to the mesh.
Also, while I don't think it should matter, I am using 3ds Max.
Any advice would be greatly appreciated!