Multiple separate textures for the tioeables stuff then share them with other buildings. Use trim sheets and atlases for smaller details, trims etc How you split the models up generally isn't a big deal unless you're dealing with a lot of things - depends on the engine though.
Thanks for the help guys. I'll try the trim texturing for this one. I have found a little "how to" for these kind of textures. http://www.creativebloq.com/3d/create-texture-set-games-10-steps-51620492 or do you have any other recommendations for creating trim texturing?
Thanks guys, I totally get it. The direct critique is good and needed. The encouragement also helps. I'm looking at the poly count there. Is that 2150 tris for each wheel? That's roughly 2/3 the poly count of the body + interior. I guess that's just how it is and what you guys are telling me. Rims are crazy expensive. When…
yea if you want to make a game ready char you'll need to think about animation. I think you'll find that there are a lot of places that will clip if you animate this. red = spikes or areas that will definitely clip. green = areas that need sculptural detail that indicates that it can articulate and move, or needs more…
Thanks, I appreciate the feedback. I think you're right, it's probably the scale of the structure that's bugging me. I'll reduce them. I guess I was trying to go for readability, but it doing that came off as unrealistic. *Edit: yes I am going for the lighting of #5 I'll take a look at those settings, but this is all great…
To be honest I think your scene is lacking in various areas: * many assets have shading issues and/or texture seams (I can't exactly tell from the stills) This is inacceptable for pieces that are directly in the sight of a possible player. Get your HP-Lowpoly Workflow straight before attempting such huges scenes. * the…
So, I've hit a couple snags that I haven't seen before. Still searching out google for possible solutions, but I'll post this here while I'm at it. I seem to have borked up my scene file a bit; Maya 2009, using a .ma file. Yesterday, I had lots of crash issues working on the kneepad. It was kind of random, but moving verts…
Just finished my first project in Unreal Engine and my first time posting here on Polycount! I've worked in VFX for film and tv so it was a bit weird at first getting around a slightly different way of working. I wanted to focus on using Trim Sheets, Modular Assets, Lighting and Materials. I'm sure the same goes for…
Little UDK test with modular trim parts. Had to do some reworking of the trim parts to day. Somehow I lost track when modeling them and the high poly parts were not modular.... Took a little cutting up and moving of the deco elements and they were good to go.
Hi! I think it's a cool location :+1: I recommend taking a step back from 3d and break the reference down, identifying what's important/ location-defining. Including such preparation steps in your thread (and portfolio), you can communicate your thought-proccess to the viewer. Had a quick go at it: I think this doesn't…