Hi everyone, I'm trying to understand environment art for games again. I've been away from it for a long time (like 10 years) doing visualization work, and the production pipeline for that is different, to say the least. I created this fan art of the church from Final Fantasy VII Remake to practice utilizing modular pieces…
For an asset of that size I'd approach the model differently: as a tentacle assembled from neatly unwrapped modular assets with seamless textures. Then add some variation to the material via vertex color masks or as decals and add irregularity to the mesh (e.g. via vertex noise/random offsets).
If you are seeking a game art career studios may find larger wireframes more appealing to see your poly usage. Your artistic and technical ability are great. Like you siad balancing modular assets is tough but studios appreciate that too. Good Luck.
I like the shapes you have going on the modular pieces, I think you should break up the repitition by having like 2-4 versions of the wall pieces. Every other two pieces you could swap with a diffeent version or something like that...
The church and the UVs are pretty much done. I just have a few random objects to make before creating the 4k map for all modular pieces. And here's a rock I sculpted with Zbrush and textured using Photoshop, with some teasers of the WIP foliage and water :D
Really cool seeing the release trailer, a very fun project to work on :) At 1:46 it's inside the room I spent a lot of time on, I made the cores themselves(not the particle effects though, and the effects are awesome.), also made the modular walls, proud seeing it in the trailer :)
That would probably be a good idea. I always wanted to make materials packs for the UE4 marketplace using substance designer and photoshop. I'm also interested in making modular kits but I will have to get Maya LT (for commercial use) which shouldn't be a major problem.
There is not reason why a cabin should have 8 2048 texture maps on it, and have no way of being broken into multiple different assets. You should look into how to build modular assets, how to use a grid system in your textures, and how create tileable textures.
I'm looking at the work from Snefer on his modular texture environment ( http://www.polycount.com/forum/showthread.php?t=89682 ) and trying to understand how he used the RGB channels to create what he did. And I'm just not sure what the steps are to accomplish this result.