I've noticed that most people that create modular pieces end up using a trim texture sheet. Something like this:
Or this:
I have a few questions about this workflow since i'm learning and trying to create my first modular kit:
- A lot of people use NDO for this. How is it possible to make good bevels with it? Just a vector inside PS?
- If creating the bevels in NDO, how can we match them to the low-poly edges after? How to UV properly?
- Does anyone know any workflow without using NDO to create such sheets?
- I'm creating the lowpoly panels to apply the textures and they look a little bit like this:
Shouldn't i be bevelling those edges? Or should i leave that to the normals in the trim texture sheet?
Replies
http://wiki.polycount.com/wiki/Modular_environments
NDO is very easy to pick up and play with. Some good videos here.
http://wiki.polycount.com/wiki/NDO
Sometimes it's better/faster to model high-poly models and bake them.
http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
UVing is nothing special. Thiago has a good tutorial here (it's on that first link too)
http://www.thiagoklafke.com/modularenvironments.html
I've read and followed Philip Klevestav tutorials as well. One thing that got me curious was this: http://www.philipk.net/tutorials/modular_sets/modular_sets.html
He makes a low-poly of the wall set and then does chamfering to get a high-poly from it. But it's not clear if he's just using the high-poly for the normals, or if he's using in the actual asset (because it's not that high poly). Also, look at these edges:
http://www.philipk.net/tutorials/modular_sets/tutorial6.jpg
How can he make those edges so well beveled with just the normals? Blows my mind.
http://wiki.polycount.com/wiki/VertexNormal#Smoother_Shading