Lightmass issues are something I fight with all the time. If that is one giant asset, break it into modular pieces. Wherever there is significant shadowing change, make sure there is enough gap between your uv islands in your light map. This will occur at your 90 degree angles for buildings. Make sure all your faces have…
More work on decorations/details for the buildings. Made some hanging variants of the shop signs, a window planter with a few variants, and a modular set for rain gutter piping. Done! And I also added a proper metallic map to those letters to give them a nice gold shine. I was worried about lightmapping on the letters…
If Unity is a targeted IDE option, then I'd suggest reviewing the Manual/Documentation especially for art asset best practices, also their forums have further additional relevant info and as for buildings plus interior environments I'd recommend a modular alongside interior level workflows respectively, since un-optimised…
Heya guys, getting started a little late but as work permits! Immediately noticed the perspective is wacky in the concept art, not sure if it's possible to get the scene set up like that unless you build the geometry around it which I don't intend to do! Need to make the windows a bit wider tomorrow also :) Going to do…
City Kit Link - https://www.unrealengine.com/marketplace/en-US/product/urban-city-shops-modular-asset-kit-lighting-day-sunset-x2-night-rain This city mega-pack kit allows you to create an optimised urban city with a range of shops and office buildings made for UE4 and it's been tested in UE5. As seen in the images (and…
UH Alumni Ben Cottage has come on since his student work which was posted on page 14 of this thread. His final major project "Whispers of Rei" which was an awesome horror Oculus Rift game made in the CryEngine so from that game we always knew he would be one to watch. [vv]96801060[/vv] So this is Ben's first project since…
https://80.lv/articles/ Have a lot of articles in this subject and they always have new things. Also keep an eye on free stuff from unreal marketplace. You can get some great stuff to learn from. https://www.unrealengine.com/marketplace/en-US/product/modern-city-downtown-with-interiors-megapack…
your model looks awesome bro! where did you get the concept? and I suggest going the hand painted route. It will go with the look a lot better. though i do like the floor, is that hand painted? And i think u should put it in the middle of a town or something. Might be a lil much, but if you can just bust out some 3-4…
Sure! for the base, I sculpted the corner section in Zbrush, and baked it down to a lowpoly modular piece for use on each corner. Then I took the baked texture maps and made them tile for the rest of the building. To save a bit of texture space, the wood shares the same sheet as the base. Here's what the hipoly looks like…
[ QUOTE ] But say you model a set of bricks, and build a set of modular peices for some game, i'm pretty sure you could get away with using those bricks again on a different project, as long as you're not just reusing the same asset again. This should all be something you can ask about when you get a contract from someone.…