Hi Rokasana I like the your contrast in lighting if there was one thing I could critique about it would be those buildings in the center are such a hot spot my eye gets drawn straight to them. Is this in Unreal? Perhaps toning down the bloom a bit. Are you going to be adding the carpet underneath the table? That could also…
I thought I'd replied to you Add3r, looks like I didn't post it. Thanks for the great advice. One thing I was a bit confused about was how to make an atlas that I can tile a brick texture accross? Would I have to do it so the brick stretches all the way accross the texture (so the top half of a 2k texture would be a…
While many things you mentioned are absolutely reasonable it's not canceling the fact that smaller or otherwise bigger texel size has been used in games for years as a mean to save texture space for key areas. Characters faces and hands. Bottom sides of certain objects, cars for example. Backsides of static objects or any…
Diminishing returns. When the amount of effort to create something visually impressive is no longer proportional to the amount of time it takes. I've ran into this issue when I'm creating houses for a city. For all the houses I want people to look up close, I spent time making them all look unique. But for houses that were…
it really depends on how close you wanna get and what your final output is supposed to look like, but essentially even trading a chamfer with an extra edge for the normalmap doing nothing but edges might be worth it. you don't really have to handpaint, you should be able to generate those edges in the diffuse using…
Oh was just brainstorming of making a whole huge floor of coins and stuff in a dragons den in skyrim game :) . The player woudl get quite close to the coins and possibly wade among them , or climb hills of gold coins :) ... Its just an idea I was toying with but wanted to first explore the best approach to take , usually I…
I suppose it depends on the pipeline. I'm blocking out a level at the moment with modular pieces. I can edit the individual pieces and see that it tiles correctly instantly, and easily see if I have the most efficient use of pieces to create the desired scene. In a perfect world I'd send the scene file from my modeling…
Right, I'll guess I'll start off with a hello. (First post.) It's also my first time tackling a challenge, really excited! So, I will be doing Sam Brown's concept, it's a fantastic piece, I hope I can do this justice. I'll be posting the greyblock on here in a bit. Concept breakdown: The breakdown and the notes were both…
Shep, this is looking sweet. I have a question about going from the high polys to the low polys. Specifically for the archways and the plaster pieces above them. When you made the layout did you make the low poly meshes fit perfectly together? When you sculpted them, how did you sculpt them without moving those outer edges…
Submaterials should be minimized as much as possible on production, but it's all a matter of balance. Having different sub-materials can also help if used well, like if you have a submaterial that doesn't need shadow casting, just turn off shadow casting in that submaterial, you'll save drawcalls that way; You can also…