If you are going to do a big scene you have to have some way over layering details on. First you need to know if your engine supports Decals or Multiple UVs. If it doesn't support either you could try creating an extra set of polygons above the ground to add in those details but you could get flickering issues if you do…
It's because I'm used to populating FPS levels with thousands of modular assets and being expected to hit frame rate on a console. In that context small individual savings add up very quickly. I will grant the box is an unattainable goal in a lot of cases but it is the ideal bottom LOD. WRT pounding an object into a basic…
Hi there! New update, ending of week 2. I worked more on my blockout. I pretty much placed everything I wanted to place. I think the FOV is pretty close to the one in the concept. The FOV is 99 degrees so there are some stretching of the actual size on the sides of the screenshot. I didn't place the boats, but it won't be…
That looks cool =) . Really like the mood and vegetation adding silhouettes everywhere. Also good job on the overal use of modular stuff everywhere! some crits: -i think that tree is losing way to many leaves, it would be about 2 seconds to strip it naked at that rate! It adds way too much energy in what should be a moody…
The way I think about environments is a bit different depending on game vs movie. With a movie you have to think about the graphical read and your areas of interest. The shot might only be there for 5 seconds so what is it that you need to sell as an idea to the audience. Also, camera angle and shot should be something the…
You are going to have a lot more than just this one thing in your game. For enviro art you are usually grouping props by material sets. So everything that is metal might go together, everything that is concrete might go together, etc. In my own work, usually the deciding factor is shader based. What I mean is, certain…
So.. I have build a simple scene to test lighting.. and after a few days I can say I still don't understand it. I have read a saw dozens of articles and videos about lighting but not a single one answered all my questions. (fully static lighting) So first I create directional light with some bounces. Then I add atmospheric…
I am a beginner like yourself, so don't take this as the word of god, but I'm working on a modular character system for a Unity game at the moment and can share some ideas: First thing I made was a base model, and this is a dude in his underwear. This model would only be used if the player removes all clothing items, but…
Thank you very much everyone for the comments! :) Here's an update since I changed a few things since last time. Here are two assets with unique textures I did for the environment: I'm not too happy with the statue, I think I can improve the diffuse to get more detail on the face because it looks too flat right now. I also…
All objects are instanced by default (if you have e_geomInstancing = 1). Instanced object WILL add DrawCalls. Always. Instancing is not meant to save drawcalls but to save memory. Although they may reduce drawcalls to some amount as well. But that doesn't mean it will redence 81273 meshes in single DC (;. There are just to…