Hey guys! I'm little bit confused while working on environments and got some questions - would be awesome if someone could help me with that! 1. While blocking an environment in game engine (Unreal Engine/Unity) are you blocking it from meshes exported from 3D program (Blender/Maya/3ds) or from meshes in the engine? 2. How…
@TheGabmeister Thanks for your answer. It means a lot for me! :) Just to clarify one more thing... 5 & 6. How to get a render from game engines? Should I just print screen it while in Unity/Unreal Engine or are there any addons that allow me to take screenshots from it? Why Marmoset Toolbag? What's the difference between…
I think the choice depends on your preference and your role in a team. If you're a 3D artist and a level designer, then blocking an environment within a game engine is quicker for iteration since you need to test things like collision and line of sight. After that, you export your map to a 3D program for refinement. If…
If you're using UE4, it has a high resolution screenshot function. https://docs.unrealengine.com/en-US/Engine/Basics/Screenshots/index.html Toolbag is specifically designed to render real-time art, which shows whoever is looking at your art that it is probably game ready. Toolbag is also a beast when it comes to map baking.
That's pretty simple actually. All 3d programs and game engines actually measure things in millimeters, centimeters, meters, etc. (in an abstract virtual kind of way) and store that measurement info in exported files that they can all read and understand like .obj and .fbx. You just have to find out where your software…