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Posted

Combine them into one mesh in whatever program you're modeling in (duplicate the planes several times, then attach/weld them together) and then make sure you have a new lightmap UV for this piece. Most modular environments have this issue, the difference is in how they hide the seams (either on a natural seam in the texture/mesh, or behind other geometry). In the realistic rendering example, the walls/floor/ceiling are just one purpose-built piece, and in the modular sci-fi environment the seams fall behind other geometry or in locations where a seam wouldn't look out of place. 

 

You can hide this effect with your textures/materials, too. Because the surface is a flat, light colour, it makes the seam really apparent. Look at these examples from the subway demo; the texture works well to hide the seam from the modular components and the obvious difference in shadowing (when you look at the scene in lighting-only mode). If you're going for a look that's less noisy then you have to find another way to hide the seams.

attachicon.gifsubwayceiling.jpgattachicon.gifsubwayceiling2.jpg

Thanks for the info, that helped a lot.

Posted (edited)

 

Chamfering? Learn to subdivide m8. ;)

 

Is subdividing different from turbosmooth?

I don't know what it is lol.

 

 

No, they are the same thing (I think). Unfortunately other programs like Modo and ZBrush (Sculpting programs) have more intuitive versions of subdividing that allows you to target specific polygon amounts (and distributes them fairly evenly in comparison as well) whereas Max is just a straight subdivider of the pre-existing topology (density of the underlying mesh matters).

Edited by Sigma
Posted

 

No, they are the same thing (I think). Unfortunately other programs like Modo and ZBrush (Sculpting programs) have more intuitive versions of subdividing that allows you to target specific polygon amounts (and distributes them fairly evenly in comparison as well) whereas Max is just a straight subdivider of the pre-existing topology (density of the underlying mesh matters).

 

Thanks dude.

 

Update on my Gamecube! I've finished the geometry and textured it.

I think it's about done now, aside from some texture adjustments.

 

 

gamecubetextureddiagonal.jpg?dl=1

 

gamecubetexturedback.jpg?dl=1

 

gamecubetexturedfront.jpg?dl=1

Posted

Hello, this is my first post here (3D model section) :)

I've started 2 days ago to make my first vehicle, i'm pretty happy with the beginning (i'm still a beginner at this, i'm more used to work with hammer).

The original car :

photo_big_citroen...9_3389_2-48be3f6.jpg

 

what i've done :

sans-titre-48be3d8.png

sans-titre2-48be3da.png

sans-titre3-48be3dc.png

 

It's for my map cs_opera, i think it will bring a lot of 1970' in it (it is supposed to take place in 1974 or something like that). The DS was at that time the favorite car of brigands !

Posted

Hello, this is my first post here (3D model section) :)

I've started 2 days ago to make my first vehicle, i'm pretty happy with the beginning (i'm still a beginner at this, i'm more used to work with hammer).

The original car :

 

 

<pics>

 

what i've done :

 

 

<pics>

 

 

 

It's for my map cs_opera, i think it will bring a lot of 1970' in it (it is supposed to take place in 1974 or something like that). The DS was at that time the favorite car of brigands !

 

That's some nice modeling there.

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