I was wandering about what would be the best way to layout my texture(s) for this piece, before I start sculpting this up properly. There are two options I was thinking of (as shown in the image below); A. One 2048x1024 texture which has all elements of the modular wall mesh in. or B. A 1024x1024 tiling plaster texture and…
Lightmass issues are something I fight with all the time. If that is one giant asset, break it into modular pieces. Wherever there is significant shadowing change, make sure there is enough gap between your uv islands in your light map. This will occur at your 90 degree angles for buildings. Make sure all your faces have…
More work on decorations/details for the buildings. Made some hanging variants of the shop signs, a window planter with a few variants, and a modular set for rain gutter piping. Done! And I also added a proper metallic map to those letters to give them a nice gold shine. I was worried about lightmapping on the letters…
If Unity is a targeted IDE option, then I'd suggest reviewing the Manual/Documentation especially for art asset best practices, also their forums have further additional relevant info and as for buildings plus interior environments I'd recommend a modular alongside interior level workflows respectively, since un-optimised…
This stuff starts to become important when you have a lot of content so it's hard to make a call without knowing how big an environment you're going to make and what's in it As a rule, individual placeable/reusable assets (eg props/modular pieces) will have a unique map/texture atlas and larger, unique assets (eg a really…
God that is just insane programming work i think. :D Funny i have a degree in software development but i make art for a living :D . Neways, please dont delete this post. I know the topics such as Modularity , shaders are covered in detail here. However its not one fix for everything so I will keep asking for help on my…
Whoever he's doing this test for obviously doesn't feel the same way, Vig. [ QUOTE ] The sand bags should be modeled as separate elements that can stand alone and be used as modular pieces then also put together to form one bunker set piece that would be used as cover points in the game. [/ QUOTE ] You make a great point,…
This is my ulterior motive. The base character mesh was built with the idea of making a group of modular character assets. So really, I want to have smaller separated texture maps so you can mix and match wigs, faces, and outfits/accessories without loading excessively large textures with "wasted" information. @Weisheng:…
thanks. :D im not entirely sure about the layout yet. i want the main focus to be the harbor, but im not sure how far into the city i will go. im going to be taking some time studying the level design in assassins creed.. seeing how they repeat each modular building over and over, and try to draw some ideas from there. i…
A star wars modular low polygon set. - this is with baked normal maps and ambient occlusion, but no textures as of yet, maybe in the future video fly throughs: [ame] http://www.youtube.com/watch?v=rA52t-ZIB-I[/ame][/URL [ame]http://www.youtube.com/watch?v=6j6Mv2g2PIs[/ame][/URL and finally for now, an art test for Ruffian…