Hey guys. Starting a new project based on this concept by SnowSkadi: Would appreciate some tips and advice you guys may have about tackling this sort of build as I am quite new to it all. Here is my blockout so far:
If I do a building cut up in different polygon (UV) sections with a architectural element on each (window, door, beam, pilasters) overlayed in the texture map, how do a do the LODs? This method does give a fairly high polycount. Does it demand a new UV and texture on the LODs? With the extra draw calls and texture it does…
I've recently been reading this article on the wiki, and though it discusses the advantages of the technique, the buildings all seem to be one mesh (excluding the roofs) how can you set up a mesh so that I can change the texture of individual sections like that? Do I use multiple UV maps for different sections, and if so,…
An asset I created on my free time. Please any critiques are welcomed and encouraged. Going for a low poly asset that can be adjusted to any amount of stories high or low. Modeled in Maya and Rendered in Substance Painter 2. https://www.artstation.com/artwork/Q603d
Shiraz is right on, the grid is your friend, the grid is god, the grid is all knowing.... You get the idea. Without the grid, making anything modular is going to be damn near impossible to keep clean.
So I need to make square tiles with road texture on them? What do you think is the best approach? I mainly use ZBrush, Blender, Quixel and I'm learning Substance Designer.
Lets say you've created a wall but in two pieces and its time UV them. Should an Objects texel density always encompass the entire 0-1 space or should it be relative to the size of the object???