I have completed the low poly and finished baking. I slapped on some placeholder textures to try out a render in unreal and see the results in-engine: The low poly landed around 32k tris. Here are some images with wireframe and texel density showing: I haven't dealth with normal map skewing yet as I will not move on to…
Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
Thanks for the kind words and feedback so far guys. I'll address somne points and we can work on others :p I'm curious why you have redundant textures. You've made two walls [with the windows] that are nearly identical. Same for the triangular eve pieces - mirror the uvs, not the texture. I assume this relates to the…
Decided to start a new project, I am aiming to create a bunch of props and modular assets that could be used to build a Test Chamber Scene in Unity. This will be to test and improve upon my current workflows for Trim Tiling and High to Low poly Hardsurface modelling. Some new things id like to try out during this project…
Kudos for progressing so far on this! The porcelain/glaze material looks great! Are you familiar with the japanese art (and i guess philosophy) of Kintsugi (mending broken pottery with gold)? It's just an idea, not a criticism. But it feels like it could be fitting from a narrative perspective. As for crit, it looks like…
Slowly starting to shape into solid material definition, but what you have is a very rough version of the final. Start to get into some harder defined shapes! Trim Dynamic and H polish should be your friend after you finish the major block-in work of the details and grain of the wood. Right now everything is mushy, though…
Thanks for the feedback! @Popol The noise was made with drag alphas on most of the stuff but I would reinforce a lot of it by taking the Damian Standard and Trim Dynamic brushes then adding detail to the "happy accidents" that came from the alphas. I would use the Orb Crack brush on a few select edges but for the most part…
If you will want to utilize some sort of vertex blending you will still need an nice quads on mesh, I wouldn't be so hasty about removing them. Consider leaving quads on roof and on walls to blend some moss or other things over them. Use tileable wood for window frames. And reuse the same texture for actual window. For…
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…