That's up to you, I suppose. Usually I think it's for modular texture sheet for customization. (changing gears' color without changing character's skin. or vice versa.) I don't know what loads faster in term of performance or taking up less space. 2 sheet of 1024x1024, or 1 sheet of 2048x2048. Oh, the voting thread for…
I guess I should have panned up a bit. The slabs on the street are from this bit of damage, caused by an explosion inside the building. I guess I could have gone further with scene-wide structural damage, but this was really my first try building modular sets for buildings, so I didn't want to be too ambitious with…
Modern Muscle Car (rendered in Unity Game Engine) #12 of the vehicles to be completed. This model came in at 978 polygons for the final count and uses a 512 x 512 texture for the diffuse and reflection (in alpha channel). If you're interested in acquiring this large pack of low poly cars and the complete modular city kit…
Learn to optimise your modeling then. You rarely see super high poly UDK pieces because you don't need it. Normal maps and some modeling tricks and you should be good really. Look into modularity and building stuff inside of udk with pieces. Without meaning to offend you, the technical limit would only be reached if your…
Thanks a lot guys! appreciated :) I'm not at all sad about that in any way. They did go into a more modular mesh based direction and I think that was a really good call. I did help them out with some sets for that as well.. Not as much as I wished I would. But working full time and making time for that as proved very hard…
Yeah, that's not an uncommon method at all as far as I know, but it does take up more texture resources and time if you sculpt the 'helmet' part out by hand. Can definitely look good, but it's not as modular in the end. So if you know exactly what you want and don't expect requiring much dynamic animation ingame,…
Learn it for sure. I wouldn't say that _most_ engines do it (a lot of places still have people learn scripting) but the industry is definitely moving toward nodular systems whether its blueprints, substance, animation blends etc. Unity afaik is going to ship a nodular programming system at some point soon.
A few screenshots about an environment that I'm designing as demo scene for a sci-fi modular kit that I already made. Almost all blockout section will be replaced with an alien rock, like that on the background mountains. Art pass on buildings almost completed. Maybe I need to add small rocks ( as covers ). Take a look at…
I was wondering if anyone knew of a program i could use that would allow me to take a mesh with spec, normal and diffuse maps applied and use a clone brush of sorts to sample all 3 maps at once and paint onto a different mesh. The example i have in mind is to take a tiling material, apply it to a square plane and sample…
Hello Polycount! I decided to make a sci fi scene and post my progress here as well as some questions. The goal here is to learn UE4, PBR, modular workflow and try to use one texture for whole scene. I started with a simple blockout of what I had in mind but it's getting harder to add details. This is a little overpaint…