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UE5 project low poly asssets

polycounter lvl 8
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Frigus polycounter lvl 8
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


Replies

  • Eric Chadwick
    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.
  • Frigus
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    Frigus polycounter lvl 8
    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.
  • Frigus
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    Frigus polycounter lvl 8
    The burning barrel emissive map has been updated. I'm currently working on the refrigerator texture. It will take some time to finalize.




  • Eric Chadwick
    Great! However I think you need an emissive texture that matches the wood. Wood planks have a specific shape when they burn.

     
    https://www.123rf.com/photo_125894867_fire-flame-and-burning-wood-for-the-grill.html
  • Frigus
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    Frigus polycounter lvl 8
    Hi Eric, I've updated the burning barrel model. I've slightly altered the wood shapes, but not too much, and I've created a new fire pit model with these woods.


  • Frigus
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    Frigus polycounter lvl 8
    Update : Retro fridge old model updated.

    Double bed 01 added

    325 vertex
    512*512  Base Color 
    256*256  Roughness/Metallic Texture


  • Frigus
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    Frigus polycounter lvl 8
    Station cover : 796 vertex
    Material :
    1024x1024 trimsheet base color and roughness metallic texture.
    512x512 bottom concrete material




    fuel dispenser : 2160 vertex (lod0)  1097 vertex (lod2)
    Material : 512x512 base color 512x512 roughness metallic map.
  • Frigus
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    Frigus polycounter lvl 8
    Wooden Military Crate : 804 vertex
    material 512x512 Base color 256x256 roughness metallic map
  • Frigus
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    Frigus polycounter lvl 8
    Military Black Box : 900 vertex
    material 512x512 Base color 256x256 roughness metallic map

  • Eric Chadwick
    What does a texture sheet and UVs look like for these assets? Curious how much UV reuse.

    And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc.

    Also, are you baking an ambient occlusion texture for these? Typically you would pack it into an occlusion-rough-metallic R-G-B texture. I think AO is way underused in PBR, but it really is essential for a good solid PBR texture set, at least when used in your typical real-time renderer (aka rasterizer). For example, without vs. with AO:


    https://www.khronos.org/gltf/pbr/#pbr-glossary
  • Frigus
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    Frigus polycounter lvl 8
    What does a texture sheet and UVs look like for these assets? Curious how much UV reuse.

    And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc.

    Also, are you baking an ambient occlusion texture for these? Typically you would pack it into an occlusion-rough-metallic R-G-B texture. I think AO is way underused in PBR, but it really is essential for a good solid PBR texture set, at least when used in your typical real-time renderer (aka rasterizer). For example, without vs. with AO:


    https://www.khronos.org/gltf/pbr/#pbr-glossary
    Hi Eric, here's my process for creating textures for the wooden crate: First, I delete the back of the object, then I import it into Substance Painter. Once I'm done in Painter, I copy the textured faces to other surfaces. I adjust the UVWs later, here are some screenshots.








    https://www.khronos.org/gltf/pbr/#pbr-glossary This example looks really great! My packaged texture has ambient occlusion, but I didn't bind it to the material, and I wasn't using any ambient occlusion texture in the game engine. I didn't think it would have this much of an impact.

    here is my basic material setup :
  • Eric Chadwick
    Nice job on the UV reuse.

    However it looks like you're painting shading information into the BaseColor texture. This is generally bad practice in a PBR material.

    This may be necessary, if your lighting setup is really primitive. If you're intending to use PBR lighting, then it's better to not paint shading there, but to use the AO for that instead.

    The red channel is sitting there unused in your metallic-rough texture anyway.
  • Frigus
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    Frigus polycounter lvl 8
    Yes, the lighting is a bit primitive. I'm only using 1 movable light due to forward shading; the other lights are static, and the light map size of the objects is limited to the 32x32-512x512 range. My assets didn't look good before I multiplied the Ao to Basecolor :/ 
  • Eric Chadwick
    Ah yeah AO is only affected by image based lighting (usually using a diffusely-convolved cube map and/or spherical harmonics). Can you add an IBL? Would really help to simulate nice bounce lighting. As it is, your shadows are all very very black.
  • Frigus
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    Frigus polycounter lvl 8
    Ah yeah AO is only affected by image based lighting (usually using a diffusely-convolved cube map and/or spherical harmonics). Can you add an IBL? Would really help to simulate nice bounce lighting. As it is, your shadows are all very very black.
    I will try that and post it here as soon as possible.
  • Frigus
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    Frigus polycounter lvl 8
    No Ao on BC

    With AO on BC


  • Eric Chadwick
    Nice. It seems like it might be missing from some of the corners though. What do the BaseColor and AO look like on their own? For example (render / basecolor / occlusion):


  • Frigus
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    Frigus polycounter lvl 8
    I’ve completed the modular tunnel pipe set.
    It uses two materials:
    A tileable, vertex-painted concrete material for the tunnel walls and floors (512×512 textures).
    A trim sheet material for the train rails, lights, pipes, cables, and other metal elements (1024×1024 texture).

    The vertex count is slightly high:
    • T-pipe: 23,567 tris / 14,493 vertices
    • Straight pipe: 14,373 tris / 8,863 vertices
    • L-pipe: 21,744 tris / 13,010 vertices



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