It's been forever since I posted anything to Polycount. So I'm proud to return with some of the assets that our artists here at Art Bully Productions made for the battle royale car combat game Not My Car. Not My Car is a cross between Twisted Metal and PUBG. It's currently in pre alpha. If all goes well there will be much more to content to come and the game will be expanded into a full release.
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Art Bully Productions is continuing work on the vehicle-based combat game Not My Car. We've made some additional weapons that we'll be showing off this week. The first art drop for today is the Rocket Launcher.
The game is in early Alpha. You can sign up for the closed Alpha here: https://notmycar.com/
We're showcasing the second weapon drop this week from the Game. Today is the Gatling Gun.
I am a weapon artist and the other day I finished a Lewis machine Gun (a personal project). I needed to use 4K textures for it (not for the magazine or bullet of course), and still, it looked like low res.
Thanks for the comments! Sorry for the delayed reply, as this thread fell off of my radar for a few days. Anyways, regarding your question. For vehicles and weapons, it's a case by case scenario. Vehicle assets in most cases use more than one texture sheet, especially if it has an interior. At the very least, you'd have a UV set for the exterior, and a UV set for the interior. For this vehicle, we had more than three uv sets. As for weapons, we used one UV set and packed the uv sheets as tightly as possible, maximizing every inch of space. We overlapped areas where needed and reduced the size of some of the UV islands that wouldn't be seen as much as the larger more visible areas. Therefore, you don't have to have your UV's be 1 to 1 in scale. As a side note, the weapon mounts are on their own UV sheets. These mounts are shared with all of the weapons.
I hope this helps!
Thanks