If I do a building cut up in different polygon (UV) sections with a architectural element on each (window, door, beam, pilasters) overlayed in the texture map, how do a do the LODs? This method does give a fairly high polycount. Does it demand a new UV and texture on the LODs? With the extra draw calls and texture it does…
An asset I created on my free time. Please any critiques are welcomed and encouraged. Going for a low poly asset that can be adjusted to any amount of stories high or low. Modeled in Maya and Rendered in Substance Painter 2. https://www.artstation.com/artwork/Q603d
About the Project A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js. What We Need We're looking for a 3D environment and character artist to create: Avatar Base Model &…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
So I need to make square tiles with road texture on them? What do you think is the best approach? I mainly use ZBrush, Blender, Quixel and I'm learning Substance Designer.
Lets say you've created a wall but in two pieces and its time UV them. Should an Objects texel density always encompass the entire 0-1 space or should it be relative to the size of the object???
Shiraz is right on, the grid is your friend, the grid is god, the grid is all knowing.... You get the idea. Without the grid, making anything modular is going to be damn near impossible to keep clean.
Hey everyone! :) Just finished up this project created in Unreal Engine 5. This one ended up being more challenging than I initially expected, especially when it came to getting materials like snow/frost to read correctly and working with decals. That said, I learned a ton throughout the process and I’m really happy with…