Youre on to something. I already noticed this issue during some test bakes. Ive been told that, for assets, its ok to increase the texel density of certain parts a bit as long as it doesnt affect the overall texture synergy and doesnt look out of place. (as opposed to modular environment pieces where you'd want precisely…
So I'm attempting this utilizing weighted normals within Blender. I've run across a use case that I'm having some difficulty working around. Essentially the issue is construction of a modular level kit where the outer edges of the mesh need to be sharp. However when implementing weighted face normals if the outer edges are…
What gsokol said. You might also want to think about how these things tile, the siding of a house might only tile horizontally, maybe you want to use thirding for it. Trims tile horizontally too, look to pack as many of these horizontally tiling things into the same map to reduce draw calls. It's one thing if you have a…
I would seriously step back from doing any type of zbrush / polish, and focus on your blockout. Spend a good day or two blocking out the shapes for the castle, get your scale right and nail down where everything needs to be. From there you can start refining your shapes alongside creating tilable and re-usable texutures.…
Making a library of pieces like that is always a good idea. Personally, I wouldn't pay for it, most likely. If you made these pieces all modular you could maybe get away with selling it in the Unity Asset store? I think it would be tough to sell to other artists on polycount. Speaking for myself here, but why would I buy…
here are some updates of the Factory scene I have been working on. Its based on concept art by Cory Strader. I am working on a forklift to put in the corner. A few other things I am planning on throwing in are a metal roll up warehouse door, and random nick nacks like fire extinguishers, power boxes and some modular cable…
Our third task in our 3D course at TGA. Modular building of a (old) restaurant in Malmö. We used photos of the building for textures and reference to replicate it in 3D. 3 weeks in total, half time. I think I just about squeezed it in two weeks time since I started on it a week late. We were limited by at most 4500 tris…
As far as I know that is exactly how it works in Cryengine. Everything reacts only to the dominant directional light there, too. You could chose to make the rest of your meshes dynamically lit, instead of precomputed by lightmaps. If you work efficiently with your shaders and have very high modularity, there is no real…
Oh this is awesome ... I am interested in makingsomething like an ancient temple and I 'd love to catch all your techniques tips and advices :D ...... Btw how many textures you did and did you use any tiling? How many textures / models in total ? how many modular assets? :) what happened to the first version of the broken…
Thanks Alberto. I might re-work it once I have some time, but don't scratches give it some story? I might reduce them a little though. Moving on to my environment, I'm having a little trouble with the scale in UDK. Are there any "standard" sizes for corridors that you enviro artists stick by? I'm wanting the…