Hi all, I am using bend modifier on flat pieces as its fast and easy for texturing and modular workflow. However I just came across this texture squashing / stretching issue on curved surfaces when pushed to extreme curves, such as sharp U turns shown in picture. Texture is flat tileable and also the surface is simple…
The few past projects I've put on Polycount have been posted when they're mostly finished, so I've never really detailed the entire process, so I'm excited to give it a go. First, I'm taking this concept from Eidos as my main inspiration. My plan is to break the scene into modular pieces, the walls and ceiling seem pretty…
I need it! The issue I have is that I am creating some modular level pieces. And this particular piece was going to go on a 2048x2048 map... but I need an additional 1024 space. I am pretty sure using a 2048x3072 is not possible, but I am asking what do I do? I can't pack it all within the 2048 or else this modular piece…
Hi everyone! I'm currently working on a scene/environment in Unreal Engine 4.27 to add to my Game Art portfolio eventually. I would very much like my scene to include several wires or cables that of course connect between certain objects. However, I'm not completely sure how to tackle wires/cables for an environment, at…
I don't mean to step on Switz's toes or anything, but the idea of only ever having one material for each mesh caught my attention. I know that keeping the number of draw calls in a level as low as possible is great for performance and frame rate. But I have also seen plenty of artists, on Polycount, Artstation, etc. use 2…
Hi, I got some progess to show with this one. I made modular kit of brick walls to build the architecture of the room with paintable damage to the walls by vertex painitng. Also made first pass with the lighting, skylight and directional light atm, I want to make a "golden hour" scenario for the scene and propably I will…
I couldn't find something like what I'm looking for. And all the links posted in those threads (images, tutorials or documentation) are dead. Maybe my mistake was calling it "track". The idea is to make a city for a racing game like Need for Speed Underground but more "open world" like GTA games: But my problem is on the…
Put together the window model, and baked and textured the grass assets. Also textured the main modular component. I feel that the shading in engine is far too harsh, but I think I should refrain from fiddling too much with lighting until I have most of the props finalised. The grass assets in engine and in painter. These…
Just wanted to say that it is been an honor to work in this project with the awesome team at Splash & The Coalition. It is nice to be able to go back into the first Gears, appreciate how solid is the work that Epic did at the moment. Proof of that is that the game holds up pretty well even today, shooting mechanics havent…
Got a lot done today. I tweaked the rock texture some more and removed the large chip in it. I am not calling it 100% done though. I'm going to make another with less chipping and just bumpy detail. For now I am moving on. I finished the modeling for the modular pieces of one of the buildings and the glass dome as well. I…