Soooo, been looking on refs and trying to find tuts on building mountains but, it seems pretty much non-existent. My impression is that you could do it in 4 ways, either get/make an displacement map, world machine, zbrush it or make modular part and combine them into a mountain. Not sure by how my results would be from…
Thank you for all the suggestions! I see the benefit of using macro normals, but I still haven't given up on the idea of one continuous mesh for grout and tiles. I have found a cool script for blender that automatically vertices at the intersection between two meshes. I'm trying to find a way to use that along with clever…
Limbo. Because it feels very natural and free, unconstrained from things like tile sets or other modular/repetitive things. This is felt in the gameplay itself, where interactive objects (such as the boat) are very well integrated into the game world. It also had well-working parralax layers that didn't feel disconnected,…
This is a bit off topic, but you bring up an interesting point. I'm an environment artist, been one my whole career and really have no interest in switching. I find creating generic male A or Female B a tedious and boring part of character art and oddly enough find the tedious parts of environment art still fun. But my…
July 1st, 2018 Was working on the usual high poly to low poly baking, when it dawned on me. Can just bypass the high poly & bakes & just remap to a trim sheet instead. At least for common assets, and reserve baking for hero props. This should free up some overhead and speed up process. https://youtu.be/dGffytWd4ag…
As mentioned, comes down to personal preference. IMO though, I see Maya more as a organic/freeformish kind of modeling app, and great for rigging and animation. While Max to me seems more like a structural and precise app. Still, both can be used to create modular assets with the same precision and vice versa. And there's…
this isn't the best example but its what I have on hand as im working on some modular stuff, the difference in the Jpeg is subtle in this but its still there Jpeg- Hard to notice in this image but the background colour is lightly artifacting http://imgur.com/tKJnpWf -92.8kb No.7 Jpeg, as Recommended here more artifacts…
Thanks for the comments guys. aesir: I don't actually remember how many heads tall it is, I started with an old base body and then built on it. I am sure I agonized about it at the time, but yeah, I don't remember. The hands and head are also separately kit bashed so they might be off. Jon Rush: Thanks for the heads up…
It's more important that there is a naming convention than what it acutally is. Unbelievably I've worked with people who didn't use one. Something like what billysClint suggested is pretty similar to what I do. However I usually try to avoid having too many subfolders and put all the textures and mesh files for one asset…
I would think that with art assets taking as long as they take to make that there would be a strong need for modular design and level assets that can work in multiple ways or with multiple texture sets. With each art asset taking a valuable amount of time to come to fruition, it would be paramount to design assets that can…