What does a texture sheet and UVs look like for these assets? Curious how much UV reuse. And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc. Also, are you baking an ambient…
Yes, the lighting is a bit primitive. I'm only using 1 movable light due to forward shading; the other lights are static, and the light map size of the objects is limited to the 32x32-512x512 range. My assets didn't look good before I multiplied the Ao to Basecolor :/
Nice job on the UV reuse. However it looks like you're painting shading information into the BaseColor texture. This is generally bad practice in a PBR material. This may be necessary, if your lighting setup is really primitive. If you're intending to use PBR lighting, then it's better to not paint shading there, but to…
Hi Eric, here's my process for creating textures for the wooden crate: First, I delete the back of the object, then I import it into Substance Painter. Once I'm done in Painter, I copy the textured faces to other surfaces. I adjust the UVWs later, here are some screenshots.…
Hi Polycount! We (3 friends) have started a project for an open-world single-player survival game for Android/iOS, and I'm working on the 3D assets. Any advice/comments would be really helpful. I'll update the thread weekly. Burning Barrel : 512*512 Base Color 256*256 Roughness/Metallic Texture 512*512 Emissive map 537…
The barrel also seems to use an emissive texture (not listed)? If so, I would suggest baking some reddish-orange emissive lighting onto the inner barrel. And the burning ends of the wood planks should have an appropriate wood effect, not simply reusing the charcoal emissive. The rust & damage on the fridge seem randomly…