Since your input is very helpful I guess I could share some info about the bigger picture. I'm making a modular environment for a game and even though the final result will be just a video demo of the gameplay, as a practice for me, I'm trying to keep the materials of the scene as low as possible. I used 2 tileables and 2…
Responsibilities Bad Galaxy Games is seeking a driven and talented hard-surface modeler to create realistic, high-quality spaceship models for an upcoming science fiction game about exploring derelict space craft. The nature of the game means that the player will be able to view the entire model from a distance or approach…
The entrance turned out pretty good i think, after making another texture sheet, I've fully realized that a trimsheet is a good idea. At this point, I also have a few assets that might be reused in other places. I think this pixel art style works best with as simple models as possible and nicely pixel-painted textures.…
Hello all! I'm struggling with what my portfolio is missing in order to get picked up my a studio asap. I have a few ideas but would appreciate a second thought from other wonderful people! https://www.artstation.com/apologise As it stands, I see it as a mediocre portfolio. There was a few cuts as of recent as they were…
Hey guys i am currently working on a small modular hallway environment. The goal for this project is to learn modular environments and trimsheets. I have a similar wall like this I For the red one i am using a damaged wall plaster tiling texture and for the blue one i was planning to use a trim sheet, But what happens is…
Hey there Shrike ! Well, at the end of the day it's all about what works, in a reasonable amount of time - and these assets sure are looking sweet :) Indeed making items in batches (timewise and texture wise) is one way to optimize things, no doubt. As a matter of fact I have been doing exactly this on things like…
Hey, i dont have any good tuts to recommend, i learned this technique from looking at game assets from older games. One piece of good info i found a few years back is the Sunset overdrive talk, although a bit dated. I usually model with splines so that i can take advantage of the generated uv. I also use simple shapes for…
Depends. Often for modular environments you'll use a combination of tiled textures and trim sheets. http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets
Varies how I do the materials, either vertex colour or colour ID :) In this case I'm using a colour ID map with up to 8 colours (and a bit of custom shader logic to separate cyan/magenta/yellow/black/white) So the maps I'm using are 1024 set for the opaque stuff and 512 for the alpha stuff (both displayed at 2048 here),…