Loved the sale, picked up the UDK terrain vid, Vertex Blending one and this modular building one. Just watched the modular building vid and man I wish I had this vid when I was trying to learn to do modular stuff in school. Would have made things so much simpler. The video was great, covered the material extremely well and…
Nice tutorial, clear and well thought out. A couple thoughts. Smoothing groups basically duplicate the vertices of the model, so I think it's good to note that using them too much can really affect the vertex cost. I wonder if you've tried using a more dense checkermap for the UVing? Setting up the UV ref layer in…
I'm an environment artist at the games studio I work at. I'm still new there but I can share with you some of the tips and tricks I've learned. Firstly, everything is going to come down to the engine and platform these models will be used for. PC specs are going to be higher than PS2 and PSP/NDS specs are going to be heaps…
Project Orbital (working title) is a space RTS game set in a distant future where a council of aliens a humans live aboard large mega-structures orbiting stars at the center of the galaxy. The gameplay consists of managing a ship's power and subsystems to gain tactical advantage over enemies. Ship systems can become…
I'm very curious about best UV practises. I wish there was a thread here for general UV tips like the giant topology thread and normal baking thread. Often I wonder if I'm unwrapping things inefficiently when I end up splitting things to minimize stretching but raising the vertex count in-engine. It seems like a balance…
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.…
What this guy said! Well pretty much, I think there is a lot of visual noise from the ZB noise generator, which is masking a lot of the hard work you have put into the sculpts. I would tone this down in the Normal and let the diffuse and spec pop them details. The gif is a great interpretation of how the moss should form…
hmm adam, not to knock it but right now that water is really lacking. I believe having a nice overlay of ripples into more points of it and more of a darkish blue tint (not so see through but more opaq') A nice simple set of instructions with a paramter node and a few tiling Tex cordinates based of that lerped together…
Wow guys, thanks a lot! Very helpful crits, and I will keep those in mind for sure! Here is the results of Day 3, along with some responses to your feedback. @BagelHero: Thanks for the praise dude! I spent a pretty good amount of time on that water (probably like 3-4 hours on the shader, plus time for vertex painting,…
The 2.5D snaps are useful to relatively align a vert selection with some other vert outside the selection. Like along a xy, yz, zx plane but not all three axis at once. 1. Turn on 2.5D snap - make sure vertex is checked on in the snapping options, it helps to turn off most of the other snaps as well. I usually just left…