Welcome to Polycount! This is great, love your style. I wish your texturing was a bit more sharp. Might have do with your texturing packing. If the whole diorama is packed into a single texture sheet, that really limits you. I would suggest instead packing according to prop type. For example, the computer prop and…
You sample the texture on three axes, and then blend these 3 samples based on the surface normal at that pixel. Images taken from the excellent Ronja tutorial on the topic: Sampling the texture once on each X, Y, Z axis and blending these 3 samples with the same weight (AKA an average): The normals of the mesh: Using the…
Although I'm not familiar with how Epic have done it, from my understanding, you can somewhat successfully remove lighting from a texture by doing the following: 1. Photograph your object from many angles. 2. Photograph a chrome ball in place of your object. 3. Process your object, outputting a mesh + texture. 4. Create…
If you are a 3dsmax user (version 9+) you can check out TexTools which is a bunch of scripts in 1 toolbar. Anyway in TexTools there is a symmetry tool that mirrors either one side to the other one (select half of the faces to mirror) or just select the edge mirror and average booth sides. It works like this: Just make sure…
good words from danr, ontop of that id suggest working at true res befor detailing, as most of the detail done will disapear when down-resing. to compensate for an un-undestandable mesh, block and fade paint in the main shapes at 256* then bring down to true res. id actually suggest a 128* or 128x64. also id simplify your…
The rotated UVs don't cause distortion, they're all handled in vector math. They can cause pixel bleed, but it's only an issue at lower resolutions. If that example was actually 4x8 pixels you can see where the two shells share the same pixel. Personally, I think that it's best practice to straighten uv shells when…
The robot gets it's information from text on the internet There are almost no written tutorials on designer, the documentation is minimal and adobe burned the forum so it has nothing to work with. Then the robot makes shit up in an effort to keep you engaged and using tokens if you want the robot to help you solve problems…
This looks like a fun project! I'd agree that the blockout needs some more work before you progress. This seems to be very obvious, but I don't know why the character would be in there otherwise. So just in case: Not knowing anything else about the piece, the scale seems way off, even if we assume the character stands for…
It's because the normalmap will go through every pixel and sample nearby pixels to average the normal in between every pixel. It might be quite a lot to grasp, I'm still not entirely sure about how to tackle these problems in practice. You should make a really simplified scene and try different normal map scenarios.…
Are you talking about having an even pixel density between all objects? It's only a problem if you are dead set on having a set pixel density. If that's the case, put other objects on your sheet. Not many games I've played have had even pixel densities. It's often prioritized by object importance, or screen real-estate.…