Home Technical Talk

Help be break down how this Pyramid from AC:O was made

polycounter lvl 5
Offline / Send Message
Rekov polycounter lvl 5
I am trying to figure out how to go about making large game assets like this, and more specifically how to texture them. I'm sure there are actually a lot of different ways to do this, but I'm trying to get a sense of best practices.

Is this pyramid one asset, or an assemblage of blocks, each of which is unwrapped and textured separately?

How is something like this  UV mapped such that it has sufficient pixel density? Is the UV mapping handled differently for the normals than they are for albedo/specular/etc? 





Replies

Sign In or Register to comment.