Incredible environment and assets, I'm working on something similar at the moment, also set in Pripyat, and the way you've set up the peeling walls and general debris is inspiring! Could you give some insight into how you created your props? Are they all using unique bakes or sharing a library of tiling materials and…
Since the previous update, I've been focusing on my Middle Eastern castle to finish it first. Because the amount of work is quite large and this is also my first completed environmental project, I divided it into different areas to work on, which ensures my project can be completed. I had my own camera angle for the…
@EarthQuake Joe, is it currently possible in TB to display stuff blending normals from multiple UV channels? Mixing trimsheets with unique bakes, like Senechal's stuff.
Been a couple days since I've had the chance to mess with anything. I've been working on making a tiling ground texture within my Trimsheet. I am happy with the progress I've gotten so far but as I can see it needs work. anybody got any tips to push me in the right way? thanks =)
Starting with a big project I want to work on: a stylized tavern in the woods for tiring adventurers, traders and passengers. RN figuring out how to make the assets like walls and other if making them flat with a trimsheet or just use the Nanite tool and make high defining assets.
Sure, saving draw calls is nice, but I think in this case being smart about texture memory is more relevant than that (depends on the budget of course). The more different storefronts using shared atlas/trimsheet + tiling textures the more memory efficient compared to individual texture sets for each store. There are some…
Hello everyone, and a happy new year 2024 ! Those assets you all have been making are looking really great ! Here's my contribution to the Subway environment : For this one, I decided to leave my comfort zone and go back to UE4 after a long period of sticking with Unity. So, more than just creating models, I also wanted to…
Happy New Year! Seems like I've got my work cut out for me. Here's a small thing I've been working on during the holidays: I sculpted the initial forms in zBrush, then used Substance Designer to add more details and create a trimsheet out of my sculpts. Hopefully I can use this practice on my next project.
Heavily inspired by Star Wars Battlefront 2 and Jedi Fallen Order. Most of the assets are modular and are made from trimsheets. A walk-through of the level - https://www.youtube.com/watch?v=NILzKm5xc5E&list=UUheae8x6N6T4QkZPjKAQ48w
Instead of using 1 big 2048 texture why not split in 4 textures each 1024? This way you can tile the texture in-game. And also use trimsheets like Pixel saied.