I've spent some time contemplating what workflow I'm going with for the texturing. Usually I do the classic one, where all materials fit on one map and the mats are usually made in Quixel. All beveled edges are baked down onto a normal map and added to the low poly model. But with the Exsteel weapon I'm gonna let the…
Firstly, I'm going to create high poly modules that match the grid size and then make some bakes to plane. Then create low poly and unwrap things that require unique uvw. After that I'll prepare 3 sets of maps (2048x2048): - main set with tileables (like walls, floors etc.) and other repeated objects; - trims and decals…
On this gen of HMD you're going to blow your texture memory budget real fast if you're using 4k textures everywhere, unless you make them atlases and limit the number of materials used in your scenes drastically. In order to get crisp textures without resorting to this technique I'm just doubling the texel density I would…
Thanks for the feedback. Looking back on the uv layout it seems pointless to give the top portion of the wing separate uv space considering how big it would look on screen. I'll be adding some more details to it and probably fix the uvs since it would allow me sharper decals on the wing. The problem with that is I don't…
wow thank you for the epic reply! Although im fairly new to UDK :( i have taken one small scene into UDK :- Just after i posted this thread i did think about just making a few variations of the plating. I realised that i would have to tile quite alot! So do you think i should have a 2048 for the metal plating then another…
Classes are killing me, but I'm finally starting to put together a design document for the mod side of this project. My goal is to keep things small while still making the gameplay interesting and varied enough. You should be able to view it as I update it:…
Hi guys as today is the last day, here my work. To put on my Artstation, I will do on the next weeks: * Setup cameras * Modelling Hero Assets * SetDress assets * Decals Pass * Animations cameras * Lighting * More particles like dust * Pos Processing * Cinematic *
Ok Rick beat me to the best answers, but here's what I had typed up anyway. A lot of the answers depend on the type of game and for what platform. For example, a realtime strategy game with the camera high above the characters/environment will use less than a first person shooter which allows the use to control the camera…
Had to make some steps back because of not so well planned work. There was to finish the low poly on UV side, now they're fixed and properly stretched. Get final unwrapped low poly model here. I decided to sculpt subtle surface details as well as wearing on the model, so I must fix the high poly model to a make it more…
Thanks for sharing your workflow. I was also exporting CAD files from Fusion to Moi3D. However, I've changed the process and this is what am doing now: * Export from fusion 360 in STL format (with no fillets) * Import in Blender 2.8 * Split the mesh into logical objects * Use Blender tools and HardOps addon to convert tris…