Seems like no one is really reading the question. OP is asking how a studio would iterate on a large world without screwing anything up. It probably really depends on the game and engine. You could work on a grid, and not allow people to make changes to the edges of the grid, so it still lines up, but you can completely…
Hello dear users So as I Bake I see some extra useless details on my object, How can I get rid of them?(It's really tricky to modify and fix it in Photoshop! especially with Normal Map) Though I've already painted skew, same with offset, And set different min offset and max offset, But I just get different results with…
I'm referring to a "Swatches" atlas workflow, where you have a small texture with a grid of x texture properties on it, and then use the UV2 of your mesh to get the texture information by placing the UV islands onto this swatch - so you place the grip of your gun on the rubber swatch (top right number 2 in the atlas per…
Big thanks for advices guys! Ash; thanks for writing a complete guide for game level design workflow!! For me it makes sense to make modular pieces like pipes in 3D modeler without uvs or such, and build level with them. If I model to grid, they will snap. Since most of these modular assets are not so complicated anyway,…
I am a recent graduate of Full Sail University's Game Art Bachelors Program and am looking for work. online portfolio: http://michaeltatepultro.blogspot.com/ LinkedIn: http://www.linkedin.com/in/michaeltpultro
Hey! I appreciate your work put into this guide, thank you for sharing your knowledge. It's excellent source of information, just what I need right now. And it's also available in my native language, surprisingly :)
Usually for this sort of stuff you'll work on a grid based system, testing only against nearby buildings rather than all buildings. The algorithm you want depends how irregular you want the layout to be. For something irregular look at circle packing or Poisson distribution algorithms. For more regular (grid based) layouts…
Cool scene. Re the light errors, have you got enough padding around the UV shells on the lightmap? Could also be an AO problem in UDK, try turning the AO on and off to see if this makes a difference. To stop bleeding on the lightmap (especially where a flat modular piece butts up against another flat piece) you need to…
have to agree with the above. also, I've been using CoreUI for a bit more now, and I'd like to have the default modo snapping icon next to the grid tools too, the one where you Alt+click and it will open the popup menu with all the snapping options - just in case I need certain snapping. I've tried adding it myself but…
I often need to make straight a piece of photogrammetry or just a photo I want to project onto certain regular geometry . With "straightening" I mean something irregular and slightly deformed to become something having equal intervals and X/Y alignment typical for a texture. A baroque building facade for example or a road…