" There is absolutely no need to try to do things like normal bakes for simple buildings, especially when you're trying to make 80 of them on your own." I can second that. Tiled roofs and stuff like that can probably come from materials - with generic stuff like this I doubt it's really necessary to be doing these things…
If you dont wont to model anything find free modular scene and start playing with it its like lego blocks[example below] and if you need custom models there are asset stores or pre made library with models both free and payed. Unreal engine has free project with bunch of stuff inside that you could use to learn how to use…
concept from Star Academy: https://www.artstation.com/artwork/OyYeZv base mesh: https://www.artstation.com/artwork/A9aobz in the concept the angel statue looks like shes in contrapposto holding onto fabric, but i wanted to change it so shes just putting her hands over her chest. since she's covered by fabric in the…
Shader, rocks, little more shader, crunching at work and more rock cliffs :) That´s pretty much what I have done lately. I´m testing a lot of different things right now. I also started to make the whole island. Now that I have the shaders and modular pieces done it´s pretty straight forward to build bigger level. One big…
Hey there, Mad Great to see you've fired this up! Great idea and lovely video:)I found out that I even still remember some hiragana, though obviously can't understand a thing. If I were to give some advice my main concern right now would be composition. I'd stray from going too square. You can get much more from making it…
Hey, thanks for the suggestion. I ended up creating a 512 tileable diffuse, spec/gloss, and detail normal. The diffuse is almost pure white with a little bit of AO. I just made new materials for each color and used the same texture with variation in the DiffuseColor parameter. I tried Vertex Colors before, but it didn't…
Not bad for 9 months! http://brettmarshalltucker.com/scenes-and-models <- this needs to be the homepage. That page also doesn't have a great layout. Generally every thumbnail is dedicated to a separate project and if I click on it I expect to see 2-10 screenshots in a column showing the main scene, assets, wireframes,…
First off, thank you all for the support and the great replies. @jeffro: Good suggestions about the fog/archway. At first I did have more res in the archway but I just felt that it took away from that instantly recognizable "WoW" look, so I brought it down. For the most part, the buildings in the streets of Gilneas do have…
Scale on engine import oh god @kio I can imagine the pain. I wonder how the texel density work in that scenario. @OccultMonk woah no no mate 200 generic units (system units set to 1unit =1 meter) I do it for all my work, 200 units for me = 2m (200/100=2m) in Unity. Like I said I either scale it down before export or I…
I'm still toying/playing with vegetation myself but making something like in your link, it would definitely help to model a bunch of plants and trees beforehand, and using an "object paint" tool, you can quickly populate your scene with greenery. But the benefit to having this tool is that you can make modular adjustments…