Progress Update 01: Well, this week has been wild. I've spent this week converting the main environment assets (the walls and floor) into the first iterations of the game-ready assets. It's been a lot of me looking at reference and going back and forth between Maya and UE4, most of said reference coming from Jedi Fallen…
Hello. I think i'm satisfied with the front undercarriage bit, I've been working on breaking it down into components for baking and painting. I think all the structural/support stuff and cables will be unbaked, with a trimsheet (costs around 14k), while everything else will be made from a kitbash of painted components.…
1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
If this is a modular piece, why don't you go all in. Use trimsheets and tilable textures on top of the vertex blending. You don't need a highpoly to lowpoly workflow with unique UVs/ Textures for this
4k textures are very big and you'd have trouble justifying the use of 4k maps for unique props etc. - (*at a basic level - we'll ignore modern streaming tech) but if you have a trimsheet and you are re-using it across tens or hundreds of assets, that big chunk of memory becomes better value one question to ask yourself is…
Here are some (general) info about trimsheets: http://wiki.polycount.com/wiki/Modular_environments Especially for Substance.. maybe this: https://www.adobe.com/learn/substance-3d-painter/web/trim-sheets-with-substance-painter or that: https://www.exp-points.com/exp-tutorials-keegan-keene-trim-sheet-substance-designer
Hey :) I think the trimsheet textures could be a bit improved: - Some edges bit smooth/undefined - Some edges/trims are missing bevel - Very strong light up of edges in base colour. I would keep it more subtle. - The green hue seems very saturated to me. Then here would be an option to have a more default stone colour and…
@Benny_Jam Looks great! My only critique is that I would add a little bit more variation in the roughness, but it's definitely a preference. I think I'm done with that project :D I decided to take a more next-gen approach with this building. It has 93,000 triangles (not including vegetation and props). I knew I was going…
fwiw I generally advise against baking normals onto cylindrical objects like this and to use a trimsheet-like approach instead. Using a flat tangent space normal map and allowing the mesh normals to emulate curvature generally results in a more stable result than the baked map. the main reason being: - if you're using…
Hello @Noren ! I hope you are doing well! Thank you again for your continuous support! Yea, I wanted to model the screen ornaments because I wanted the depth and it's the centre piece too look at when you enter the room~ I have started texturing for all the assets created so far. Here are some interior screenshots from…