You have a lot of repeating geometry. Modular meshes would be your best option. To avoid texture seams: * you could make your texture tileable * you could create certain sections of the wall as a single continuous mesh * you will experience lightmap seams between modular meshes if they are a clean flat surface, so you'll…
Thank you all for replying! @Cibo, @BringMeASunkist: Scaling is one of the points I have to solve indeed. Yes, earth texture has to be improved. I also was thinking on doing the army, and how to do it. Many simple characters? Just planes with army alpha? Thinking of that. Stones and tree are going to be important for this…
So I've been messing around some more with Speedtree and have put together some custom drawn roots, they still need some work but I like them alot more now :) I've also been playing around with a moss mask and some 3d moss tendrils. I started working some more on the tree,s so they're not just cylinders but I think they'll…
Thanks for the feedback Crimson, you are right i think I should brighten up my props a bit and dim the floor, they mainly got dark because I was trying to rely on my dominant light mostly for the lighting, and of course as the props are under the roof they got a bit dark. Ill have to throw around some point lights to have…
I would definitely go back and do it the proper way. Better to learn good habits when starting out. Plus if you want to do environment art it's all about the grid and making sure your meshes snap together. Games nowadays aren't too limiting on polycount, it's textures that's the problem. That's why it's better to cut your…
@ JoshVanZuylen Yup, I'm still tryingto get my head around taking proper advantage of the 'metal' input in Unreal. I don't wanna end up having to plaster stickers all over to make it interesting, but definetely intend to work on the roughness texture more. Also having a huge headache getting the lights to reflect properly…
thanks guys, haha woog yeah but there are some more 80ies comic inspirations in it, does the main character remind you of someone? ;) @l.croxton: not sure if i understand it right, but if i do, yeah at times or production tends to be like an assembly line with different people working on different parts of the same model…
First of all, the link in your signature is broken. I wanted to see the style of artwork, because this influences how you would approach texturing your models. This is a terrible set of UVs, as you realized. It looks like you used Flatten UVs, which is really only good for lightmaps (and even then it's fairly poor). If…
Your tracker needs more work, more detail and definition. You also do not appear to be using PBR correctly. Firstly you put ao in the albedo, secondly I only see your Albedo and Normal maps but not your metalness nor roughness. What do you mean by multiple uv sets? This mesh probably does not need multiple uv sets unless…
hemisphere light is from the skylight, if youre using dynamic lighting i would suggest avoiding skylight its a little useless as it just fills things out pretty drastically. its nice when baking because it allows to control the shadowed areas much easier. i dont think that the light environment should be affecting your…