@jvicente Wish I could offer you some advice on this, but am also struggling with a similar building. I started out by making a trim sheet, which took some time considering how detailed the building is, and when I tried mapping it to the sub-elements, I soon realized that it only worked on maybe a third of the facade. I…
You will need to batch the meshes with an asset. It can work very well and all meshes which are batched are only one draw call if within the same material. So using more meshes is not an issue at all, unless your game somehow denies this, but it does even work with new spawned in objects. This batching however needs to be…
Nice work. You have reduced the scale of the top plate texture which looks a little junky? Maybe good to find a better one, or make one in an app like substance designer. Have you varied the gauge of the strings, they look the same? Have you done the machine heads, or is this just a lower part model? I have never seen a…
You have a twisted take on things. This isn't like going to TPB and downloading a cracked piece of software, this is directly from the rights holder. What they say and what they do are two different things. As far as the law is concerned, nothing illegal is going on here. Adobe is making it available, as per their right.…
I like it a lot , but you have space to get it better. First red - those should og diffrently not just straight down. They should fit flow of helmet much more than that, it's too generic drip. Cyan - you didn't used it on texture on roughness / metallness i think that you should right now it's look more like - I don't know…
I spent the past 4 years not using it, as I was doing sci-fi hard surface guns and robots for a third person shooter without the ridiculous level of stylized damage that Gears of War has. I would rarely use it for specific objects but in general most of the stuff I was making was metal, plastic, etc. Now I'm doing more…
Your trees look a bit too saturated and are a cooler tone compared to the reference but that is an easy fix. While there are a bunch of little things you need to do before finishing this, I would suggest first working on the rock meshes/textures. Right now you have those blobby blockout meshes, but even a version of them…
CybranM is right. You should post some pictures here if you want people to see them at least (not a lot of people would lose their time to click in your artstation link). On the other hand, I have seen your pictures and it looks fine. However, you should work a bit more on those textures: they look flat and boring. As base…
So the original way I attempted to fix this was with ZModeler; using the "Bridge 2 Polygons" setting. This worked for the chest with somewhat alright results. This didn't work well for the hand-cloth bit at all. And for the underwear bits there were lots of overlaps that I couldn't figure out how to solve at the time. I…
If you go freemium there is one thing to always keep on mind; selling content in packages (see DDO) is good as long as you give cheaper alternative or free choices even to the user (again, see DDO on how they implemented this). Allowing the user to buy powers, which will affect the 'game' world, but the user base towards…