Kind of hard to tell what's going on in your screenshot but I'll give some general advice. Separate wall meshes are nice if you made it as a tile-able/modular mesh set, as you can keep reusing a few assets to create rooms quickly vs having to make unique content for everything. One thing to keep in mind though is your draw…
A big problem I see is the initial page is a big picture of your face and a wall of text. Which continues to the portfolio where the thumbnails are just a little bigger than the picture of your face. I'm all for seeing a resume/CV early, but we need content AND fast. Modular church beauty shot is a weird stack of filters.…
I think the Xeon is a bad idea, but I am not as technically minded as to explain exactly why, so research could be important. (I was told by someone technical I trust, but it was awhile ago and I don't think I could repeat it accurately. Personally I would go with the i7, just get the processor you want but with the 'K' on…
Thanks guys! It's awesome to see people digging what we've been working on. Yeah so the modular lighting. You got it right. The solid-color meshes are a separate modular set, just for baking the lightmapping, discarded from the runtime build. Unity has SelfIllumin shaders that work with the lightmapper. Pretty basic…
I'll show you what I'm doing specifically: basically I placed all my modular pieces in editor before I did any uvs or lightmaps. Then when I had everything all set up nice, I went back, uved them for both textures and lightmaps and reimported. I used two separate 512 tileable textures on the following example piece: This…
Alright now things are starting to shape up, nice improvements =) As for the grime, now that you're doing it in tiles it does get a lot trickier, but not impossible. Its a good idea to leave leave the grime that will be repeated often out of the diffuse. Instead do a few grime/slime trails on a strip a lot like the stairs…
I'm not sure if using single texture map is alawyas best option. Yes it very good for perfomance, but also sometime it's hard to get UV working. Most modern engines can use submaterials. I've been doing some research here, and usually 4-5 submaterials have very little impact on performance. But remember the more simple…
Few notes, I know things are very wip - - I see a lot of small chamfered edges in your later shots. Do a proper high rez and edge control bake and drop those chamfers like a bad habit. - A lot of your meshes could be better broken up and used modularly. Stairs are a prime example. Not only could you better re-use them, but…
https://www.artstation.com/artwork/1NaJYq Hello! I have participated in the CGMA Course Unreal 5 Modular Environments by Nate Stephens. I choose the theme Midnight Mass Church - fan art from the Midnight Mass series. The course has ended and I am continuing to work on this project.
https://www.artstation.com/artwork/39J43E A personal project in which I tried a modular way of building a house. In the future using these assemblies I want to make a small location. Something like a Viking village, where this house could be used, maybe by the local Jarl Good day everyone!