These assets will be in an interactive learning program, wich will have a roman level, Aquincum. The deadline was very close, and there were more than 30 assests wich I had to deliver. So I had to make assets as fast as I can, and worked out relativley fast ways to do it. Please let me know if i did anything dumb!…
Hey thanks for all the questions and comments. Regarding why we didn't use nanite, multiple reasons: - The first was the performance impact compared to the benchmark target we had. I always work on small scale scenes before creating full environments to stress test everything and avoid surprises later down the line. The…
Our studio is broken down into sub departments. I'm lead level designer/artist, so all enviornment assets go through me. But character assests are handled by someone else, as are concepts. So everything is kind of handled on a per-type basis.
Just something i made over a few hours yesterday. https://www.artstation.com/artwork/YGWG8d?notification_id=7538169950 - Full artstation if you want to see details and shots
Hi everyone, I am working on a project in Maya and I am new to creating game assets and UV islands. My map in Maya in set to 2048 for all my assets, but I have one asset that is really big in the scene and I can't match its UV size to the rest of my assets. I am still working to understand a bit more about texel density…
This is an asset pack created for an introductory first year university assignment. Six assets were to be made under the following constraints: Five general assets using a single 512 diffuse, under 1k tris. One hero asset using a single 2048 diffuse, under 5k tris. They must all follow a similar art style to Fable 2.…
Hello everyone! I am developing an asset (low poly digital Twin) for VR (in Unity), with LOTS of parts…meaning the UV space will contain a lot of islands etc. In the scene, it will mainly be just this asset. I created the asset implementing Atlas maps and for a 'few' parts with a pattern they had their own unique UV space…
Diving back into creating environmental assets and approaching the plan to start selling AAA quality asset packs. Here is a group of stone assets that I slapped together to create this formation. Rendered in Unity Each rock asset is currently under 1000k poly's.
For one of my class assignments, I had to model and texture an antique Schoenner "Dribbler" live steam engine locomotive (ref 1) (ref 2). Any thoughts on what I did well, what I can do to improve, etc? This asset was modeled in Autodesk Maya, and textured and rendered in Substance 3D Painter.
Hi all - Just curious on the amount of assets per level where it gets to be too many. I know that’s a question with a hundred answers, but I’m just working on a game with some friends and I’ve created about 200 assets so far ranging from big platforms, large to small rocks (largest asset around 2500 tris). The level is…