I would definitely go back and do it the proper way. Better to learn good habits when starting out. Plus if you want to do environment art it's all about the grid and making sure your meshes snap together. Games nowadays aren't too limiting on polycount, it's textures that's the problem. That's why it's better to cut your…
First of all, the link in your signature is broken. I wanted to see the style of artwork, because this influences how you would approach texturing your models. This is a terrible set of UVs, as you realized. It looks like you used Flatten UVs, which is really only good for lightmaps (and even then it's fairly poor). If…
i don't recall a shortage of tutorials to be honest. just that it was all text + images, quicker to digest. the complexity of the process was nowhere near what we have nowadays so not that much to learn either. back then you could have quite happily stuck with 3ds max - or lightwave for the suckers ;) - and photoshop and…
Yep that's right, and you have to choose radiosity otherwise you only get shadows casted from other objects with light tracer, and no AO/self shadowing. And strangely it doesn't show up by default, you have to go back to the modify panel and the Vertex Paint panel pops up. You then have to click one of the top two buttons…
Update! Sorry it's been so long, I've had an eventful week. Okay so since last time, I've set up some basic lighting in the scene and placed some temporary testing materials. Almost nothing has a texture on it right now, there's been a fair bit of fiddling with shaders and reflection captures and such. This is where I'm…
hemisphere light is from the skylight, if youre using dynamic lighting i would suggest avoiding skylight its a little useless as it just fills things out pretty drastically. its nice when baking because it allows to control the shadowed areas much easier. i dont think that the light environment should be affecting your…
Hey everyone, thank you so much for your crits! - TP dispenser fixed (added more tri's) - New cube map baked, adjusted for more accurate mirror reflection - TP roll distorted more - Cabinet handles increased in size by 10% - Floor normals enhanced slightly - Toilet error fixed (the problem was actually a low res lightmap,…
The hard edge artifacts I see here look like they are from low resolution dynamic or baked shadows. Thats the whole point. Try the same test without using handplane. The result without any smoothing splits/hard edges will look MUCH WORSE if you didn't use handplane. So if it looks the same smoothed or split, this is a sign…
Thanks for the feedback Crimson, you are right i think I should brighten up my props a bit and dim the floor, they mainly got dark because I was trying to rely on my dominant light mostly for the lighting, and of course as the props are under the roof they got a bit dark. Ill have to throw around some point lights to have…
Your tracker needs more work, more detail and definition. You also do not appear to be using PBR correctly. Firstly you put ao in the albedo, secondly I only see your Albedo and Normal maps but not your metalness nor roughness. What do you mean by multiple uv sets? This mesh probably does not need multiple uv sets unless…