Hello everyone, I'm Yughues (also known as Nobiax on deviantart).
I do assets for Unity & UE4 (when I have the courage). I mostly creates textures and foliages assets. Not that I firmly decided to be an environmental artist specialized in plants, but living near a forest and fields helped, I guess ^^.
After years, I finally decided to register to polycount to show my stuff to get precious advices to be better at my work, and maybe ideas for futur assets
As a perfectionnist I always struggle at making optimized assets which looks great/good. Someone explained me it wasn't really my job, as an artist, to be that concerned about this technical part but... I'm a perfectionnist. xD
I want to provide as great as possible assets... which leads me to be unsatisfied of my work most of the time ^^;.
Here is my latest "realistic" released (on Unity) and for which I used this
good technic :
All these modules are made of 2 meshes:
- a base using an opaque pattern
- the leafs using a single leaf texture (used for creating the pattern)
I tried to keep a small enough amount of leafs to have good looking modules & not heavy in tris. The heaviest is the longest wall with 2410 tris.
I used a system of particules to place the leafs and tweaked a few of them manually when needed.
I also used the script "NormalThief" to bend the normals of the leafs to match the normals of the base.
A single leaf is a square devided in 4 tris and has no backface to avoid useless overdraw (something I struggle a lot with).
Replies
Making rocks was fun because I started by making a huge one by following a tutorial found on polycount, then I cut each part into single rocks, then I made a few clusters with them.
Now they are PBR & with double sized textures.
http://cbr.sh/ugi6j
and
http://cbr.sh/u6b4l
-Yughues
I really need to make this tutorial/workflow thing about it.
It might help some people to do "fast" (I guess) projection of their props, for LOD or anything else.
-Yughues