I'm pretty confident they will have a system that generates the geometry (semi) procedurally. Most likely it will place meshes at the outer edges of the platform and fill the middle with player facing planes. As you suggest, uvs are almost certainly in world space for the platform pieces - which works fine since they're…
@Ruz You seem to be on the right track :smile: I think it'd be a good idea to just look into texel density. This will be when you can really see how your UV's will be scaled way past the 0-1 UV grid, and have plenty of shells all over the place/overlapping.
Further progress. This building is huge. I think I now have about the correct scale,the grid size on the max screenshot is 10m making the main building around 150m wide. My idea was to model the main building , then look to break it into modular parts and then build the other buildings from these pieces.
And here's the unwrap as it stands, the remaining space on the UV grid is reserved for the eyes and hair/leaf planes. I've tried to contain any distortion to the back (she'd mainly be seen front-on) and the chest will be covered in leaves like the concept so I'm not too worried about that. Any comments at all would be…
You have a very straight edged/square model, so it's best to keep all your islands square to the grid, it'll make the lines you paint look much cleaner and straighter in the end. Seems like almost everything in your uv is angled somewhere. The model looks good though.
@ moof - Thanks man! Yeah I use a grid or units if you will, no fancy tools. For example A surface with size 8x8 units will get a texture area of 8x8 pixels. That's it! :) @Hazardous - your models are fant-ass-tic! :) you got that part down to perfection... actually all of it.. not just that part. XD
waffles and donuts? m8, come to russsia, i'll make some for you ;] about hair, i really don't understand how to make this sort of hair, there are alpha mask(not visible on render), but however it looks like grid. looks like i neeed more mindfully read the Varga Hair tutorial..
ok so work on clarity, break repetition, and symmetry. And perhaps simplify so things aren't too distracting. Perspective, i use the simple horizon and use the vanishing line grid type setup so figure i should just emphasis using it for everything that is hard surfaced and man made.
I actually never really use black at the beginning - only at the end for the finishing touches. I prefer often the additive painting mechanic in which you start with the brighter colors first especially for the base or grid constructs. The the more and more things evolve I add step by step more contrast.
Full Court Tennis (FCT) is building a pro-level biomechanical analysis engine. We are seeking a high-level Technical Artist/Engineer to build the bridge between raw iOS skeletal data and high-fidelity MetaHuman avatars in Unreal Engine 5. Budget : 50-100hr depending on experience The Role: This is not a generalist role. We…