Hi, I could use some good links to videos to help me update my modeling and Unreal skills. I also would love to hear some options on current texture sizes for PC games, and how many tri's I should be aiming for for an indoor destroyed building scene.
Lastly, as I want to bring it into Unreal, I wasn't sure if I should do the main building in pieces, such as each wall and assemble it in Unreal, or if I should attach the objects as 1 piece. I can't remember how the unwraps work in cases with attached objects. If it has to include ever attached object, I'd say 1 piece for the whole main building would need way to big a texture.
For those who want some context, I did a gaming post grad back in '07 but due to health and family issues I never went into the industry. I'm now trying to update my skills from a decade ago.
Thoughts? Advice?
Thanks!
DM
Replies
What am I looking for? Such a good question. I'm interested in environmental and object modeling in 3DS Max. I need to learn the new material editor, I'm sure there are lots of videos on that, but interface changes, Unreal Editor 4 I learned 3, but that was 10+ years ago, and ZBrush was JUST out when I was in school so I know nothing of it! Yay! Not much to cover at all! lol
Also, info on how many tri's I should limit close, medium, and far off objects, buildings (exterior), buildings interior (possibly damaged), and buildings that have both an inside and an out.
How many tri's should I limit an entire visible scene to?
Also, since I want to import this into Unreal, I wasn't sure how much of a damaged building (the main structure) I should attach as 1 mesh (which would mean a large and complex unwrap and texture, vs doing it in sections and putting it together in Unreal.
I have a bit of work ahead of me...
Thanks,
DM
Thanks.
DM
Thanks.
DM
Regarding the tris count take a look at this chart: http://https//docs.google.com/spreadsheets/d/1xJmSuBZbdMOlIcdXmO9hu46GJ7-wIiWCclJwimIOJa4/htmlview
Because retraining myself and making a portfolio is going to be a rather long, involved process, I decided to do a market booth where I live to sell my photography, which is something I've been doing for over 30 years. The markets open in 1 month so I've been scrambling. I still plan to retrain, but my focus has to be on the market for the moment. At least until I'm ready to go.
Thank-you for the links. They'll be a big help!
DM
Game Dev Academy
https://www.youtube.com/user/OnlineMediaTutor/featured
PS: There's no one single right answer to some of your questions. From my own personal experience, I prefer building in modular pieces. I have found that it saves me time, and it is much more efficient. It also removes the restrictions/pain-in-the-ass nature of only having one single mesh if I were to change my idea about the design later on. In the end, it all depends on your own needs/preferences.
The tri count varies depending on the project and the platform, and yada yada. And this is the answer you will universally receive. Do your best to make your meshes look good whilst reducing the poly bits as much as possible, and generally you'll be fine. If it is a mesh off in the distance that a player will barely notice, sacrifice a few verts here and there and making it lower poly. If it is something the player will notice and be all up in its junk with, then add a few more verts and make that shit look good.
You also need to keep texture size in mind during the texturing process, which can be a huge resource hog if you're not careful.