Generally separate objects will have separate textures. The only real exception to this is if all the objects will always be seen together, then its ok to pack them on the same uvlayout. Like a modular building set or a set of tools that will be seen together or something like that.
Dimfist : already done with most of the retopo, im trying to make the whole thing into as many discrete modular pieces as possible, this ups the polycount but is better for the future of the player model (adding different types of gun models and such). glad you like it silkroadgame !
What kind of zombie game, limitations and direction are you going? I'm interested in making a more 'modular' terrain or world type. Just like being able to enter buildings, should destroy and modify the terrain depending on what you do to it.
I'm loving the modular feel of that walkway. This entire scene has a very dark, cramped feeling to it. Just showing a single concept really changes the aspect upon which something is looked. Keep it up, I'm looking forward to seeing the progress of this.
Very good stuff. You have demonstrated that you understand modularity and it looked like most of your stuff was optimized very well. Keep up the good work and i'm sure you wont have much trouble finding a job.
I BOUGHT TODAY! It really IS amazing, no complains... Should be the game of the year! What really amazes me is the TONS of content on this game. Tons of props, animations, modular buildings. Cameras are unique, sound too. Got addicted to it. Very well paid.
Hi, trying to practice in creating modular assets, any feedback would be very helpful Refrence from https://www.artstation.com/artwork/voOO6 . Really cool works Maya-->Zbrush-->SP-->UE4 16,5k tris Final render: All assets in one 4k texture, 5.12px/unit: assets:
I built a modular building, and between some of the pieces I'm getting weird shadows. I'm seeing it in many different areas where one building piece connects with another. Thought I'd ask if anyone knew what this was before I blindly start investigating through trial and error.
a good reference would be the matrix demo for unreal. i havent looked at it yet but watched some of the videos they made about it. looks like they just make modular buildings in the typical way and nanite takes care of optimization for distant ones. for windows they use some fancy parallax shader to fake an interior. not…
Hi everyone, I'm trying to understand environment art for games again. I've been away from it for a long time (like 10 years) doing visualization work, and the production pipeline for that is different, to say the least. I created this fan art of the church from Final Fantasy VII Remake to practice utilizing modular pieces…