This is intended to be game-ready and I tried my best to be careful with the polycount. I modelled this in Maya and sculpted the small details in Zbrush. Baking and texturing were done in Substance Painter. Stickers/Decals/Alphas for textures were made in Photoshop. I aimed to create a prop that tells a story of the urban…
Thank you for the detailed feedback. I'll consider various material properties while texturing and designing wear in the future. The part about surface distortion in the areas where the sign is riveted on is a great little detail.
The base could be optimized better and the screws can be floaters or mesh decals. Texturing looks ok except for the base which could use some more grunge towards the ground. The pole has a bit too much contrast in the roughness imo
Thank you for taking the time to give detailed feedback. I appreciate it. It makes sense I think. I've edited the model to represent real-world measurements, and it looks way better. I'll re-texture it and see how it works. Making it modular with different variants makes a lot of sense, I'll be looking into that. Cheers!
Hi! In busy, urban places with pedestrians/cyclists, I would put them at least at a height that people don't bonk their heads. I'm sure there written rules for this which could be looked up, but ultimately I would go with references (maybe some video walkthroughs on yt?) and what feels right in game. Generally with such…