Hey there, attached below is the link to the great breakdown (most of you know this i'm sure) from Morten Olsen (Sunset Overdrive) where he uses mostly trim sheets and tileable to build the whole world. I would like to know if there is any great tool for 3ds max to place the uvs exactly at the border of the bevel like he's…
Hi everyone, I'm beginning to work on a survival horror game in Unreal Engine 4. I've been modeling and texturing 3d models for years but am fairly new at creating assets for games. The game will be in the style of Allison Road and P.T. I have a few questions that I hope somebody can help me with. Mostly dealing with…
A mesh gets triangulated when imported into an engine anyhow. The reason why meshes are retopoed mostly in quads is that it is easier to edit them while working on them. But, there are parts of a mesh that just need a few tris and that is ok. The first example of your post uses elongated quads which as a rule you should…
Almost everything gets triangulated when you import it into whatever engine, so keeping quads is only as good as it helps the workflow. Keep in mind that other people beyond just you will probably need to interact with the mesh and you will need to be nice to these people otherwise you'll end up with a spork in your eye at…
Sorry for the super late answer, even tho you have probably already found an answer, I'll share my 2 cents =P The current project did have a stone kit planned in the first post but I've then proceeded to use a trim-based solution like this (1 pic.) and I've mapped it to Arches and other similar details, to add more…
Wrapped rifle texturing. Overall, my approach in asset production is keeping the final picture in mind. Understanding where and how it will be used drives the amount of details that should be put into the work. Nevertheless, I tried to add something extra to give the weapon some character.
Today's Progress Applying textures to assets I tried to scan a tree trunk texture, but I had some technical issues. I will try to do it again. Tree: Lighting test: I am also trying PCG to make Ivy on stones. I used the realistic Ivy meshes that I found on rex, but the meshes only got one side, so if I have time, I might…
Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…
Overdue Update Lots of work on the trim sheet, still a bit more to do but it's close to done. Need to re-UV a few chunks to account for the new details. Then it's back to High Poly work to finish out the chairs and computer/monitor consoles. Basic lighting is down, still tweaks to be done, and that possible dark variant to…
Yeah agreed, when I made the walls I created a kind of template in max so I could make a 3 kinds of windows and 3 kinds of trim then mix and match to make the different combinations. With all the stuff on the outside (overhangs etc) and separation between the buildings it inst really noticeable but once your in it kind of…