Hello.
First I want to apologise for my bad english

I start this topic because there are some things that I couldn't figure out, or couldn't find solution on the internet.
In my 3d learning I hit the border I can not pass.
There are some questions in general that I am not sure about. It is about low poly, high poly, bake, unwrap. But I have the biggest problem with texturing. I can't figure out how to do some high quality, AAA game quality texturing.
I want to work in 3d industry as props/assets artist, so that's what I am going to practice.

So, anyway, I will post a lot here and this will be very active topic

Replies
What is correct way of unwraping this kind of models?
Down is with relax by polygon angles and up is just used cylindrical map projection. Which one is correct?
Also, in general about unwraping, is it important to relaxe by polygon angles because that looks most naturaly to me, or is it better to have everything straight? OR is the most important thing that when you assign checker material there are no distortion?
Here's picture:
I also want to ask about unwrap - what should I do with claster scale?
When I click on "Rescale Clasters" in 3ds Max, then UV islands scales are as they should be. But should I keep it that way? Or should I just make smaller parts that are not visible? Or should I change that however I think it should be, based on more visible and less visible parts, which means make bigger or smaller whatever I want and however I want?
I find myself doing both during game productions, sometimes just because I want to do it fast. Other times because I recognize certain elements like faces or hands will be scrutinized.
I've seen people make the mistake of not giving written decals, like warning labels, enough texel density to look good.
I will soon start working on some small and simple props because of practicing texturing in Substance Painter. It will be working on realistic textures.
Can you give me some tips about texturing before that?
What kind of thinking should I have, or anything? Every advice is welcome
Light roughness noise across the whole object is also good to have to have surface breakup.
I am still waiting for someone experienced with texturing for AAA games to give me some feedback.
What do you think about that Brian?
There is no binary decision here. Do your best, and hopefully, it'll be appealing.
You can do it.
I have a question:
How to make dirt and decals on tile textures? For example, if I have a house with brick wall tile texture, how to add decals on that?
I use Marmoseth 2 for renders, so I would like to hear answer how to use it in Marmoseth2?
Thanks
Something Marmoset doesn't have to my knowledge.
Unreal does, though.
I definately won't learn Unreal.
Thanks for answer
3ds max, zbrush, substance designer and painter, marmoset, unity, marvelous designer...
too many man, tooo manyyyy...
Marmoset is a middleware app, its place in the pipeline is for previs and baking, that's all. You can use it for portfolio renders, but you still need a working knowledge of an actual games engine if you want to be a games artist. You can use Unity instead of UE4 if you like, but as far as i'm aware Unity doesn't have any built in decal tools for its HD pipeline shaders yet, so you're out of luck there.
Really though, if your attitude is "there's too much to learn", you won't make it. More than anything else in games art, you need to enjoy the PROCESS of making things, not the finished thing itself, because the process takes up the most time, and unfortunately for you also involves the most required effort and learning.
AND I've done mocap performance using previous theater training from highschool.
AND I drive my boss around to events.
You don't have to do EVERYTHING at once, just know this is rarely just a one trick pony career.
Also, I'd REALLY think about the consequences of a game artist who is really uncomfortable with working in a game engine to implement assets. Like how hamstrung are you going to be to your team and the players you're serving if you can't do that.
So since that is the biggest Want, it supersedes the smaller wants like, "I don't want to learn so many softwares."
When you look at the things that must be done and start thinking how to do them, you'll forget all the nagging, petty emotions, like "but it's alot of work... it will take forever.... etc."
So make becoming a game artist a necessity in your mind, and you won't find it troublesome to do all the work necessary.
It's really not that big of a deal. Just learn one thing at a time. After you get the hang out your modeling and texturing, then you start learning ow to set things up in Unity. After you've made a few models and got them looking pretty in Unity, you start poking at Unreal. It really won't take as much time or energy as you expect. Just don't try to do it all at once.
As everyone already made everything clear. I will just give you moral support.
I had that dilemma to do something big. What I will suggest, keep it small in starting then slowly go up.
Don't focus on realistic stuff or big stuff. Try to learn the basics. Basic tools and techniques.
My all-time favorite Arrimus 3D. Go through his videos. Lots of knowledge and Information.
https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/playlists
Next is Warren Marshall. He explains some key things like UVs and Texel density as you were asking.
https://www.youtube.com/channel/UC5dRrOarPI6ufGWsabG28FQ
Each and every software company have their own website with hundreds of tutorials. You can find thousands on the youtube and other websites. Learn, make and learn more.
If you don't have a job, Find one. Even in an indie studio. Learn from the people around you, grow as an artist, upgrade your skills. Keep rocking the world and Most Important.
Keep calm, Keep learning and keep growing.
Hope it will help.
Bajwa
Are you using Speedtree or some similar program, or you make it "old school" way?
What is the best and fastest way to do this?
Might make a good "stepping stone" program as it will allow you to start outputting work that has the important stuff like LOD's and texture atlasses already taken care of for you. Or you could work the other way around, and learn how to do it all from scratch first. Google search will provide you with a million ways to learn that.
You can make texture in photoshop, but most of the peoples and companies are using substance painter today for texturing.
Is there some program for plants that is most used?
"What kind of plants?" - trees, grass, small plants, flowers, plants in general.