Hello,
Thanks for looking at my post. I'm fairly new to environment art, cheers for understanding if I'm lacking some basic know-how.
I'm working out how I approach texturing buildings for my mobile (high spec) game, I will have 15 buildings in close proximity. I'm using Unity. I'll be doing most of the texturing in Quixel suite, I think i'll also be creating normal maps in NDO (rather than zbrush / mudbox?).
Can I use a combination of tiling textures and 'hero facades'?Do you have any recommendations for how I approach modelling and texturing?Should I split the model into parts? e.g- Front Facade
- Exterior Sides & Back
- Interior
- Floor
- Roof
- Details
Or should I keep the whole building as one model and use a multi-part material? Here is my low poly block out of a building sans roof / flow.
Thanks very much for your help!
Jim
Replies
Also depending on what you are going for I would probably have 1 tiling texture for the exterior and then spend more geometry to detail out the front, or have more detail assets (awnings, trims, cornices etc...) on the front than the sides. Reason being if you have 15 buildings and 15 different hero facade textures, that adds up.
Since you are new to Environment art I would recommend looking up tileable textures, trim sheets and maybe thirding since it's for mobile.
You should check out the wiki in general. but here are some links that should point you in the right direction.
*Note these may not deal explicitly with mobile specs, but the techniques are the same just use approriate detail.
http://wiki.polycount.com/wiki/ModularMountAndBlade
http://www.poopinmymouth.com/tutorials/thirding-textures-tip.html
http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques
Thanks a lot for your reply, great advice. I've actually looked at the modular mount and blade write up and have been considering it. The other links look real good.
Cheers
Jim