Hi Polycount! We (3 friends) have started a project for an open-world single-player survival game for Android/iOS, and I'm working on the 3D assets. Any advice/comments would be really helpful. I'll update the thread weekly.
Burning Barrel : 512*512 Base Color 256*256 Roughness/Metallic Texture 512*512 Emissive map 537 vertex
Computer Set Keyboard 844 vertex Mouse 155 vertex Screen 144 vertex Case 8 Vertex 512*512 Base Color 256*256 Roughness/Metallic Texture
Retro Fridge 422 Vertex 512*512 Base Color 256*256 Roughness/Metallic Texture
The barrel also seems to use an emissive texture (not listed)? If so, I would suggest baking some reddish-orange emissive lighting onto the inner barrel. And the burning ends of the wood planks should have an appropriate wood effect, not simply reusing the charcoal emissive.
The rust & damage on the fridge seem randomly placed, rather than consistent with patterns of usage. Environment items should ideally tell a story, about how they got that way. Every prop and locale has the chance to provide their part for an overall visual narrative.
The barrel also seems to use an emissive texture (not listed)? If so, I would suggest baking some reddish-orange emissive lighting onto the inner barrel. And the burning ends of the wood planks should have an appropriate wood effect, not simply reusing the charcoal emissive.
The rust & damage on the fridge seem randomly placed, rather than consistent with patterns of usage. Environment items should ideally tell a story, about how they got that way. Every prop and locale has the chance to provide their part for an overall visual narrative.
Yes the burning barrel has an emissive map, I forgot to mention emissive map, so I edited the first post. I'll also revise my emission map and the retro fridge texture. Thanks for your suggestions. I'll update the post as soon as possible.
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The rust & damage on the fridge seem randomly placed, rather than consistent with patterns of usage. Environment items should ideally tell a story, about how they got that way. Every prop and locale has the chance to provide their part for an overall visual narrative.