Hey everyone, I've been following the forum for awhile, but never posted until now. I'm currently a student finishing up soon and hopefully finding a job as an environment artist.
This piece only contains diffuse textures at the moment an I need some feedback. All assets were intended for the unreal engine and the entire set is comprised of 14 2048 diffuse textures.
Any and all feedback is encouraged!
Thanks in advance!
Replies
Do you plan on branching out from the 2 buildings and small section of pavement that you currently have in your scene? Currently it doesn't sit so well plonked on its own in the middle of all those other buildings and looks a bit out of place.
Ill be interested to see where you take it
Good luck.
Here I have 1 2048 dedicated to the corner doorway and the base level wall. Also the traffic light is 1 2048, telephone pole is 1 2048, window piece, etc.
I can tell you how i would tackle it but of course my opinion isn't gospel so take it with a pinch of salt. I would make 1 x 2048 which could be used for both the buildings as they are both using the same texture set. That would most likely include all the brickwork, cornices, pillars, wood and anything else which is part of the major building structure. I would then create a 1024 (possibly smaller) with different window variations, doors, signs, accessories, and what not on it. By doing it that way you are creating texture sets which can be reused around your environment. This helps develop a cohesive style because your textures tie together your environment. Obviously you need to be careful of repetition.
Having seperate textures for your props like street lamps, telegraph poles and lamposts is fine and most likely the way to go but i would certainly down res them as 2048 is overkill for a prop. Google pixel density and see how games develop a consistent pixel density throughout their environments. Either that or check the environment wiki on polycount. I think it has some stuff on there.
Hopefully that helps. I will be interested to see how you develop the rest of the environment surrounding these buildings and how they will tie in with the other buildings currently in your scene.
OK cool thanks...I may try scaling them down and reworking some detail back in to see how that looks. If 2048x2048 is overkill, then how come it's used in the Unreal assets so frequently?
Any comments on aesthetics, lighting, layout, etc?
Ultimately theres lots of things you need to take into account when deciding on a texture size, pixel density is just one of them and i can comment specifically on unreal. Im sure someone else can. You just need to work out how big your assets are in relation to each other and how much of that asset will be on screen at any one time / how close the player will get to them.
As said by others, try tiling the brick texture, and overlay a generic grunge/dirt texture over that using the Unreal Material Editor. It should help give you the same effect, but only use 2 textures...
Can we see your material setup? Are you just plugging your normal straight into the normal slot? If you did you probably want to bump up your normals with a multiply and constant 3 and mess with the numbers till your pleased with the result.
Awesome, plugged in the multiply and constant 3, looks much better. Thanks!
I would suggest if you put trash around the buildings on the ground, you know like papers and debris that has fallen from the buildings
Looking good so far though. Post more as you progress!
About your normal map problem, make sure you're importing it as a normal map. If you import it as a standard dxt compressed texture, it won't work.
There's a drop down menu that pops up when importing textues allowing you to choose compression settings. The menu is labeled "Import as" if i remember correctly.
Cheers,
This guy