I don't know about the automatic generation part, but on texturing I had good results using a three way blend material in ue4 (or microblend in other engines): - one super clean tileable 512px asphalt texture, plus more for burnt rubber or sandy/dirty variations (thess could be even smaller). Each has albedo, normal, etc.…
Decimated the high down to a 3K low, then manually cleaned it up to a final tri count of just under 2K. At the moment I've just got the normal and a cavity+occ+ndo-created-edge-map combo sitting on it Each is currently at 1024 but I might be able to take it down to 512. I might also try to hand-paint this one up, see what…
Hey, so just doing a little update. Things i have done. Tested out some blending methods between the tiling 512s and the bespoke terrain. I did this using the actual cryengine terrain as well as a series of Decals. I also got the roof in, which looks super tiling, but will break it up with geometry as well as perhaps a…
This is a tricky question to answer as everyone has their own way of modelling, but here's a couple references i thought you might find useful. https://uk.pinterest.com/pin/310607705522688649/ https://uk.pinterest.com/pin/510103095270158355/
I've only briefly played one on PSP at it was ok, can't really comment on the actual game. The devs on this though, come across as damn lazy. First they switched that original PS3 title to wii, and a lot of people believe thats so they could deliver a lower quality overall and get away with it. And now they are peddling an…
some more lemur progress: the lemur is currently 2k with about half being in the hands and feet, something i should probably reduce a bit. there are 512px textures on these images, but I will probably shrink em to 256 to fit my Infinity Blade res goal. let me know what you think!
Polycounts roughly the same. Shader cycles will increase dramatically and texture sizes will increase from 512 standard to 1024. But you are still stuck with the same limitations on texture streaming. So now you have bigger textures but your streaming remains the same. And with things like Play Go on the PS4 its just going…
It all depends on the resolution the texture is going to be, and also what scale the texture will be in the environment. Ie: if that texture was gravel, the scale would be different than a stone wall. Also keep in mind that sculpting 284 rocks properly takes a lot of time, if it is an exercise that's cool, but in…
Looking good, and to answer the "separate stuff into different parts" question. Its both for convenience and for visual purpose. I think separating everything could be the difference from a 9/10 model to a 10/10. but if this guy is gonna be on a 512 or 1024 texture or rendered from far away I would not be super concerned…