We have great resources on texturing buildings herehttp://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets
Your texture baker is grabbing neighboring surfaces by accident. You need to adjust the ray distance or use a cage mesh. But more importantly, you should not uv like this, it's extremely inefficient. Look into trim sheets to understand the workflow. http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets…
The hallway is definitely your best piece, I think if you managed to get 3 or 4 environments with that quality you would be onto something. The UFO scene is ok-ish but there are a few things that stand out. First of all the lighting could have much more work, right now it is a bit of a mess composition wise, so I think if…
The artstation thing is up to you. In my opinion, having a personal site is almost entirely obsolete in order to achieve the goal of being a hired artist. As a rule of thumb, get comfortable with the idea of tossing sentimentality aside when it comes to your portfolio (and that can include a website). You only want to…
Hi! Last time I was wondering how modern RTS games like Age of Empires 4 deal with texture optimization. I'm familiar with approach from 0AD that is amazing but in some aspects is outdated (like separate heads or atlas texture for all buildings per faction).…
Yes, this can be confusing to solve. The optimal solution depends on many factors. If you are making a model only for portfolio display, then the approach does not really matter. Just make it look the best you can, and within reasonable real-time limits. But don’t worry too much about the technical parts. Appearance is 99%…
The scratches are probably best as decals, while the mold could be done with texture blending. Another good trick is using trim textures. http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets
I know it's a bit late here, but for efficient material use and high-resolution texturing, I would suggest re-making your meshs using trim sheets. A couple examples of the complexity achievable with fairly "simple" textures. https://polycount.com/discussion/comment/1881634/#Comment_1881634…
@killnpc that's a cool idea! Rigging/animation is something I bang my head against every now and then, just to get tangeled up in all those contstraints and animation curves. But one day :P A quick update with the recently "completed" Bi-Monthly-Environment-Challenge to document my process. Used tiling surfaces and a…