Cheers people glad you like it :D Right now that im fairly happy with the low bakes im starting to detail objects in zbrush. I cant go adding too much unique details as these are modular pieces. Although Im going to use some vertex painting to break things up a bit. Also started throwing things into UDK to see how they…
As I mentioned in my post, the reason why I don't wish to hand paint them in Photoshop is that I have to do this for hundreds of UV's. The game I'm creating has modular parts that put together a spaceship and multiple color ID's per part. It would not be a VERY time consuming process, especially when I'm unable to see the…
Depends what you define as texture artist? - Making tiling textures and modular atlas sets by sculpting/hardsurface 2 texture. Then I'd say Yes, but that's still a minimum requirement of that kind of role. Shader knowledge is usually integrated into this role. - Just making diffuses from other peoples highs & lows. Then…
Is this Unreal 4 you are talking about? You can change the LOD settings for each mesh separately if need to. At least I did that completely in-editor. If it's UDK, you are probably right about changing the *.ini files, but that is always such a hassle with keeping backups and track of changes. Why don't you want to do it…
I agree with the lighting part 100%. The video and preview images don't show any of the hard work you put into the model! If you post more images of you're textuers, people can provide more feedback on those specifically, since on a highly modular asset, textures are what sell it in the end. Did you end up getting your…
@Go2frag Nice job so far! Your break down of the modular assets in the scene seems pretty spot on. I'm working on the same challenge and realized halfway through blockout that the left wall is actually 3 "units" wide instead of 4. You can see a tiny bit of a fourth panel hiding behind the dark column on the left. The 4th…
I would build 3-4 modular block variants (as well as edges and capstone) and then use these to construct the pyramid. This way you can maintain the unique medium level detail for when you get up close to it. You see the pyramids are really just a pile of blocks. see here! And I would try to make it look like that photo,…
That sounds great but also very complex! What about a modular grid setup where we could simply work in squares We could provide OBJs (even tho it might cause smoothing issues), the files could be called nameoftheartist.obj and an XML file would composite everything together (handwritten, to make sure things match well)!…
I don't know I couldn't find many tutorials on environmental modeling when I was working on it.. O_o Other's then your's of course. Which are a nice start. Speaking of yours cholden, when making them modular, you need to unwrap them prior to putting them all together since you'd have to unwrap them all after you put a…
Hello guys! I've been working with some friends on a game (I'm in charge of the 3d models). But I encountered a weird issue and have no idea what's going on. I made this modular assets, they are using the same material with a trim sheet. But somehow, some pieces are receiving light in a very different way from the others.…