Hey guys taking some time to create environments instead of organic stuff. Here is a WIP of a city alley that I intend for possible use in a video game. C&C is welcome, especially with any objects I should add (surprisingly difficult to find really good references online), also what is an acceptable tri-count for a piece like this (which is obviously just a tiny segment of what an entire map could be) and acceptable texture resolutions.
I'm going for next-gen. Right now tri count is 5,370. I was planning on using mostly 128x128 - 512x512 texture resolutions with 1024x1024 on wall and floor. Let me know what you think since I'm kind of a noob when it comes to this stuff (my uni doesn't teach it).
Thanks!
Edit: Forgot to say still have to add some wear and tear to the floor and wall (which will be asphalt/brick respectively). Also I can shave some tris off a few things, like the garbarage bags in some areas, and better distribute the polys.
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And how should I go about texturing this? I'm kind of a noob when it comes to texturing environments and properly setting up UVs for efficiency.
I pulled this from a website, this guy uses only one 2048x2048 sheet for everything in the scene.
Is this generally how it is done? Do I just cleverly stack UV's and dedicate specific areas of the texture to certain objects? You'll have to excuse me since my university does not teach this stuff at all and it's been a bit of a rude awakening for me to have to learn this stuff on my own.
Thanks in advance!
This is what I am thinking I am supposed to do right? I make individual textures sheets for each object that utilizes as much UV space as possible. For instance the first one is of the main Wall in the scene. I see a lot of empty space that could be used for texturing, but if I stretch uv's to fit this it will stretch the texture as well. So in the empty space I insert a smaller texture sheet of the broken wood in the scene to take up the negative space. I keep doing this until there is very little empty UV space. Then I stack UV's where the same materials are, like on the crates that also use wood I should stack their UV's on the other wood texture sheet correct?
While I am still learning I feel fairly comfortable with creating assets that look good, I think I should take the next step in trying to optimize it for best performance (plus I enjoy the technical challenge).
Good luck!
But I am wondering what to do about objects that are very simple geometry, but awkward, such as long rectangular planks.
Here there is a lot of empty space that I am not sure what to do with. I definatley don't want it to go to waste though. Should I create one large wood texture sheet that I can use for every plank (put a slightly different variation of wood in the empty space for instance?)
Or is this just dead space that can't really be used?
On this newspaper I am able to utilize most the space so it is not a problem.
Thanks so much everyone again, I want to do these forums proud and make a really nice piece so I am trying not to rush into things, I try to learn something new with every new project!
You can either group things by material type or whatever fits best for you. Then just have the same material on all the objects textured on that sheet. (and if you have really different shaders, just have them share that same file node)
Zac said not to worry about optimization too much but it's important to get into good habits from the start. for example a way to optimize that rectangular plank would be to stack the same size bits on top of each other so they share the same texture. this is good for things that don't need unique details on either side and if you're worried about the texture looking identical, just rotate one of the uv chunks that's stacked on top 180 degrees.
A few refs:
http://www.flickr.com/photos/alachance/3029586089/sizes/o/
http://www.flickr.com/photos/cwthomas/3334944062/
http://www.flickr.com/photos/0x/1000346890/sizes/o/
http://www.flickr.com/photos/senoranderson/2413664230/sizes/o/
http://www.flickr.com/photos/1bluecanoe/3142412599/
http://www.flickr.com/photos/rune84/2985541203/sizes/l/
Edit: Wall is still a WIP in some areas. Going to add some cards for grass in some of the cracks/near wall too.
And on the nit picky side of things, why make the ground a box? wouldn't a plane work fine?
BTW, I'm a total UDK-noob and I would like to start getting a hold of UDK, so I'm asking if anyone knows where to start looking good beginner-level tuts..? Other than... google
http://www.hourences.com/book/tutorialsindex.htm
http://waylon-art.com/LearningUnreal/