A big problem I see is the initial page is a big picture of your face and a wall of text. Which continues to the portfolio where the thumbnails are just a little bigger than the picture of your face. I'm all for seeing a resume/CV early, but we need content AND fast. Modular church beauty shot is a weird stack of filters.…
I think the Xeon is a bad idea, but I am not as technically minded as to explain exactly why, so research could be important. (I was told by someone technical I trust, but it was awhile ago and I don't think I could repeat it accurately. Personally I would go with the i7, just get the processor you want but with the 'K' on…
Thanks guys! It's awesome to see people digging what we've been working on. Yeah so the modular lighting. You got it right. The solid-color meshes are a separate modular set, just for baking the lightmapping, discarded from the runtime build. Unity has SelfIllumin shaders that work with the lightmapper. Pretty basic…
I'll show you what I'm doing specifically: basically I placed all my modular pieces in editor before I did any uvs or lightmaps. Then when I had everything all set up nice, I went back, uved them for both textures and lightmaps and reimported. I used two separate 512 tileable textures on the following example piece: This…
Alright now things are starting to shape up, nice improvements =) As for the grime, now that you're doing it in tiles it does get a lot trickier, but not impossible. Its a good idea to leave leave the grime that will be repeated often out of the diffuse. Instead do a few grime/slime trails on a strip a lot like the stairs…
I'm not sure if using single texture map is alawyas best option. Yes it very good for perfomance, but also sometime it's hard to get UV working. Most modern engines can use submaterials. I've been doing some research here, and usually 4-5 submaterials have very little impact on performance. But remember the more simple…
Few notes, I know things are very wip - - I see a lot of small chamfered edges in your later shots. Do a proper high rez and edge control bake and drop those chamfers like a bad habit. - A lot of your meshes could be better broken up and used modularly. Stairs are a prime example. Not only could you better re-use them, but…
Thank you for your responses. The answers you provided helped clarify many things in my mind. Right now, I'm trying to create materials for landscapes by using texture cell bombing to randomize tiles and then combining the materials using landscape blending to paint in landscape mode. Additionally, I'm open to any advice…