Ok , ive tried searching through the forums and the internets and i cant find anything on this. i have a character model i built a bit modularly as a result the arms and legs clip a bit, i wanted to have everything baked to one uvmap so thats set. i thought in xnormal batch protection wouldnt overwrite the pixels of…
Heh...I just read your little poem thing and skipped the rest. Either way, think of all the little cubby drawers you'd have!!! but yeah, it's not very portable. It is built modularly though.
It's pretty standard to build modularly. Instance things where you can and reuse pieces. For example the stall walls could be one prop copied to both sides or a few times to fill out an entire bath room. To get some difference out of them you can texture each side uniquely and build the piece symmetrical and that way you…
^^^Hah, yep I thought as much (about the blue hue). I've been trying to plan out the textures for the walls and floors. I'm probably over-thinking and should just whip something together to at least take the places of the blue checkers. And yes, I do read this thread a lot:…
Hi man, saw your work it looks good but its all short tech demo stuff would suggest looking at industry artists who do environment art. Since that is where you want to be. Some links that might help you, last link is more about CV. http://www.thiagoklafke.com/modularenvironments.html…
The normal map turned out okay I guess, but I think I may have to size it up to 2048 pixels instead of 1024. I should propably have tried to build this modularly from the beginning, to get better texture res. If there is time over I might redo it, but I have to move on.
Terrain for the ground, with a lot of meshes added. Pretty standard method. Lots of info available if you want to dig in: http://wiki.polycount.com/wiki/Landscape http://wiki.polycount.com/wiki/Modular_environments
If I'm understanding this correctly, you only used a albedo/diffuse map for everything here and no normal/roughness/metalness? If so, I would learn how to texture properly in a PBR workflow as that is what will be used in a AAA production. You never want to handicap your work with excuses when presenting. If you are aware…
Start from the flat plane with your tiling texture on it, and start to model the cracks and holes to match the texture features. For example: http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html http://wiki.polycount.com/ModelingRubbleIntoAPath