Its an extremely specific question and depends on way too many variables to answer with any sort of authority. Hell, you may end up using both methods on a single large asset. Generally, you would consult with your graphics programmers/technical artist for a specific project and come up with some sort of guideline for it.…
How was this building put together? Is it modular? I'm having a hard time getting my head around UVmapping large buildings like these. How have you gotten it so each window section is using the same part of the texture map? I'm interested ;)
Some more color variation among individual planks would be nice. The texture could use some more detail like cutter blade marks and some smaller stuff like the ones you see here etc. Also if this is an environment piece to be used in a game, building in a modular way would make building levels easier: Like building three…
Hi! English isn't my motherlanguage so I'll try to explain it as simple as I can. I'm building an modular enviroment in UE 4.8 and the pieces seem to be randomly rendered little darker or lighter than others. Just take a look at those screenshots (especially flooring, wall with windows and pipes) :…
My first go at an environment design since an attempted parkour gym in my first university year. And its for a masters no less. This thread is more on recommendation than familiarity. In the words of Persona 5, it's 'So you know that we're out there!" I've never used Polycount before. But I'm all for progress posts and…
I am having a difficult time trying to texture my scene. As you can see, my textures look too clean and need help. Here is what I have set up so far, the walls are set up to be modular and they have one uv texture. The floor and ceiling have a tillable texture applied. Even tho I am not a noob, when it comes to texturing…
i think in most cases you'll have easier time if the flloors and walls are separate pieces. then you don't need to run the edge loops from the windows across entire building. Like the floor can just be a rectangle with no subdivision at all. same thing for any walls that dont have windows. and walls with windows can be as…
Ahh, the BSP/brush versus blockout-mesh argument has come up a lot over the years. It never ends, and I've been on both sides of it at times. BSPs are super old technology--and the authoring tools for them are old as well....so yeah, they DO suck. And not only that, but modern GPUs are built to handle mesh data much better…
For the past couple of months I have been working on an environment project in CryEngine. It is inspired by the fact that due to the global warming a lot of coastal cities will be submerged in 50-80 years. I would imagine there will be an attempt to save some of the historical buildings. I've seen proposals for dam system…
Hey thanks guys. Yeah I do plan on taking a break from that environment (I need to do an exterior and vehicle) and finish that cartoon pirate ship. After that I was thinking of looking at exterior buildings using modular pieces and that fancy UDK building-maker-thing.