Hi Guys, Here is my very first lighting study using the popular city subway train environment by Dekogon Studios. The aim was to light it using only the sunlight coming through the window and skylight. wanted to get the cozy feeling to the environment. Artstation: https://www.artstation.com/artwork/q9QxJD UE4…
Hey people, hopefully someone can help me with this. I have a modular wall that I want to texture using substance designer/painter. When I uvmap it, its not square. Now I know if I stretch it to fill the entire 0-1 space I will get stretching, however if I render 2-1 ratio will this offset this? How would you approach…
Let's talk 3D coat for environments. Can you make tiling textures relatively easy? Can you build modular objects relatively easily? What about hardsurface modeling? What about painting textures? Does it have UV mapping features that are environment friendly? These are just a few questions I have, please, by all means share…
Just to polish up my knowledge on tilables and modulars. I need help deciding what to do with my setting or surrounding environment. If someone where to do a paintover id fall in love with them! Any other critique is helpful as well. For architecture of my farm and surround props: For mood and lighting: For the setting and…
Ok quick question. If I have a modular piece where I delete the polygons the player will never see , will light be able to shine through the whole model and cause me lighting problems? I was planning on doing this with a ceiling but I just wanted to make sure that the outside lighting wouldn't be shining through to my…
Hey guys... i was just wondering how does draw call actually work?? Because i was reading up Modular Building. So does Draw Call read or "Render" information also of what is not seen or does it read or "Render" only what is seen in the screen?? for what i know it only renders what is seen on the screen or the render…
My name is Gary Matthews and I have 2+ years of experience working as a Jr 3D artist at a startup mobile games studio in San Francisco, CA. I am currently available for paid work opportunities. http://www.gmjr3d.net/ garym@gmjr3d.net Skills: -Environments/Lighting -High poly modeling and sculpting -Texture creation…
Hi, I am sharing some wip pic of the level i was working on. For now I have taken a break to learn Zbrush and make more dense Sci fi, Industrial themed modular pieces like Gears to add some wieght to this empty space. You can check more info about this game at: http://www.xitol.co.uk/ and…
To be serious for a moment The important thing is to avoid subpixel triangles. If a triangle is smaller than a pixel it serves no purpose. It's a waste of memory and it will cause bottlenecks in rendering For hero/individual assets less about total triangle count and more about screen coverage. For modular pieces you need…
Just for fun, check out the kind of quality that can be achieved with a single 512x256 trim texture. https://polycount.com/discussion/89682/an-exercise-in-modular-textures-scifi-lab-udk/p1 This is rather extreme, as you wouldn't apply such heavy stress on the shaders and UVs in a real production situation, but it does…