Under a million tris without long thin triangles is better. You can have 1-2 mil tri meshes too but UV ing those is a nightmare. You have two bake options, one is to bake the nanite mesh with itself or have one mesh under million tris and bake high on top of it. Above million its going to be an issue with file size…
IT's not so much engine specific. Its all about context. As Eric is fond of saying "go talk to your graphics programer" heh. In UDK you can create a 3D cartoony side scroller or a free roaming FPS. Even deeper than that and its more important to concentrate on the priority of the object and its relationship to the…
I kept forgetting to post my concept and reference sheets for my entry in the Riot creative challenge. I’ll be doing both a stylized entry and a more traditional fx entry. I ran out of time the last go around, so I’m super hyped it popped up again now that I have time and more experience :smile: For my stylized I’ll be…
currently working on a rural UK police station for a personal project as I wanted to develop my environment art skills. as for the overall direction for this piece I'm going to be adding a lot of foliage and making it look overgrown. kinda going down the vain of last of us or Neir Automata [WIP]Trim Sheet - this is my…
Trying to wrap my head around modular kit creation. Challenging myself to use only tiled textures and trim sheets, though I'll be quite honest, it hasn't turned out quite as well as I like. I think it looks good, but I'm just not sure where to increase the detail/add trims/etc. Any resources to help learn more about…
I hope you can be patient in looking at the screenshots and understanding the nature of the problem. I added titles to each screenshot to help you better understand the problem and what each screenshot refers to. Hi everyone, first of all, I apologize for the length of this post, but I really need help as I don’t know…
It can be done in either, I like to make my trim all the way through as an entire material. Essentially the trim can be treated as a hero prop in terms of workflow. Highpoly baked to lowpoly with all texturing done in substance painter. You don't have to do this however and you can just use the bake information from the…
I'd suggest when you're doing your color maps not to use colored lights or post. Focus on the colors and tones / values. You'll have no idea how it will be lit in a game environment and adjusting your color maps to a particular light setup will make the textures look wrong in other lighting conditions. Couple of crits: -…
You actually are wide open for colors. I can see it being a white marble type building or red brick with white trim. This would be great with a set of skins for a game. If the building base was red brick you could easily reskin it in editor as blue brix, etc... Same with trim. I think you should add window trim to the…