The ground terrain will be generated by code and will be made of blocks. Then trees and structures will spawn randomly depending on the biome. The structures will be houses and temples and ruins and whatnot that will be pre-modeled and selected from libraries within the game's files. The construction method we had hoped to…
I've been making some modular assets lately and I've been running into some weird cases that I've had to handle in weird ways. I tend to deal with individual "cells" in which the roof or walls or ground are given different their own modules to just wedge together similar to how a 2D tilemap may work but when it comes to…
Also, when using photo-textures, try to ensure that they have a similar scale. The tiles on the roof seem quite large. Your UV layout is very inefficient. Keep in mind that not everything needs to have the same number of texels per meter - pieces with very little detail can be much smaller on the texture map than those…
Hi! Very helpful to have those references. I would say in both of those images the corridor leads towards a more open room, with light coming in from above. This gives some focal points and makes corridor detail silhouette against that lit area. I don't know do this best in Unreal, from what I remember there are quite a…
I intended to have this for you a little sooner but... here we are anyway. The Watervilla Kortenhoef, interesting building to say the least. I found a few images that seemed to have varying floor plans, so I just went with something that loosely resembled your initial reference image. sprunghunt pretty much summed up much…
Nice improvements! You're getting pretty close, I think. If you want to add AO without abandoning tiling textures, you could just do it with a lightmap, depending on which engine you are using. I made a quick paintover with a couple more suggestions. Most of these are just intended to get it closer to the concept, assuming…
Thought id cover some stuff on your building. You have a decent start, but several things jumped out at me. Here is a super fast (and pretty rough) paintover: 1) the shingles should be the same size. the shingles on the lower roof are way too small. 2)break up the silhouette on the roof, and break it up from ever angle. so…
I'm a wee bit confused on what you mean over getting fired on the roofs. The roof in the concept drawing is open for interpretation as it currently is, it implies some sort of shingling but is not descriptive. I'd say being able to interpret a concept is important, and so is knowing when to change something if it will…
Question. How often do you still source photos when using Substance designer? I've tried to eliminate it while learning, but I am stuck on making a sort of... http://static4.depositphotos.com/1021178/342/i/950/depositphotos_3429384-Tile-roof-in-medieval-a-city.jpg That kind of roof texture. I feel I would need to source…
Hey ! @Tiros Hi and thanks for sharing with me your point of view.Yes, it would be interesting to avoid this straight line on the roof. @EzMeow Yup, you right ! i started from the roof ... Can i save some tris by using only 6 edges cylinders on the edge of the roof ? It would look too much low poly, no ? Actualy, i'm using…