Some ceiling art: Also been fixing the modular assets a bit. Since I'm using displacement, I noticed that I need some extra uv-space for the bevels (as they're getting stretched). @eika thank you! @Ashervisalis I'll keep that in mind, thank you! Though since the most reoccurring point of feedback I've gotten is that the…
Yeh but tileable textures in environments are the easiest place to adhere exactly to texel density requirements, it often goes hand in hand with modular sets since you want pieces to all line up consistently. I don't have an issue breaking convention in certain cases, but it is just a guideline so everyone is on the same…
Thx alex :) Doing a pratice run on unreal. The static meshes and textures belong to epic I only tweak the shaders to unify the colors. The goal was to practice/learn how to set up everything in unreal from scratch, seem more reasonable while watching tuturials on it. Mainly focusing on world building aspect of Unreal. It…
it all depends on the size of the object and style of lighting. overcast type lighting you can get away with a lot smaller lightmaps as opposed to hard cast shadows. On projects ive worked on most objects had 32 or 64 due to being mostly being smaller modular pieces. you really dont need a super high res for things,…
Wow, thank you guys for the good critiques. Spec maps are something I usually have a hard time doing, so I really appreciate the detailed comments. I overhauled the spec map, especially the paint part. I also added geometry for the larger bolts. @jeremiah - (off topic) I saw your modular dungeon set on 3D Ocean, I didn't…
Nothing wrong with RPG-maker, you can make a lot of stuff in it with just the tools available to you. Ahh I remember the good old days when I actually made whole games in it, great stuff. I guess you could also make 3d-art and make sprites out of everything. Building modular tilable sets for environments and buildings etc…
We're making some progress, got some work done over the weekend on mocking up/getting some starting modeling done on the Captain's throne. I'm planning on the seat being upholstered in red velvet, not sure if the deco accents will be chrome, bronze or both, lots of room to play around with things. The instrument panels in…
It's better to not always use smooth when normal mapping. Reduce extreme gradients in the normal map to make better shading and less texture compression artifacts. To do this use smoothing groups (3ds Max) or soft/hard edges (Maya) to split the vertex normals. http://wiki.polycount.com/wiki/Texture_Baking When making…
Did you only make the color and normal maps? I agree with everything that grimsonfart said, for this it would probably be bettern to make a unique texture. Do you have any other assets you can put beside it for size reference? If you are really married to the idea of a tiling texture, Philip K has a good tutorial about…
Hey guys! I decided to push my photogrammetry a bit further. I was in Korea about a month and a half ago, and took a lot of scans in small traditional villages. The goal was to separate all the facades into modular pieces to give greater re-usability. This is very much work in progress and needs a lot of cleanup still. I…