This is kind of how my own understanding evolved. Might be forgetting a few things. The Basics -- prop creation: create small and medium sized props with 1:1 textures. Get a feel for proper modeling and texturing techniques. Develop a solid understanding of normal maps, and how to create them. Might also be good to try…
theres a couple of ways you could do it. Firstly, you could make say, three sections of modular wall. One which is clean, one which is cracked and one which is dirty just for example. You can obviously add more sections if needed. If you make the clean wall piece first and make sure it tiles you can then just create more…
Yeah totally agree, when we get to environment stuff it gets a lot more fuzzy. You could probably do some really clever stuff with a modular type setup, but this is going to eat up a lot more memory than a modular setup where extra pieces are essentially free, and the texture usage(for the whole set) is fixed. You could…
Have to put some details on the corner section. But I'm moving to the low polys for now. I can easily make those small changes once I have everything set up and in the engine. I haven't decided what I'm going to do about the floor. The concept is essentially a 1 way tiling texture with a different texture going off in the…
PREPRODUCTION I started off by gathering as much reference as I could, trying to recognize patterns on the temple pieces that could make modularity easier, even if there are going to be destroyed versions of these assets. Decided how I would break the different pieces for an efficient workflow that allowed me to have…
The point was to illustrate how textures are spacially mapped, rather than on the screen. It's also not just about textel density, its also about your time. Modularity takes time to plan and skill to achieve seamlessly. Sometimes its just easier to have proper unrestricted tools, but also a lot of times its easier to do…
Would love to see more, something that I would personally like to see is how you would go about hand painting a character. Personally I am able to achieve far better results sculpting a character than hand painting one. In my mind Bricks and swords are easy to understand without much knowledge in lighting, however I still…
The reason why I avoided adding too much detail and dirt was that the floor is heavily modular and thus the detail and dirt would possible make the modular pieces look bad from afar. But using decals to add some variation could easily work, will look into that. Previously I had the focal point pointed at the chair and…
Robiq has got to go. Not only is it your leading piece (which suggests the one you think is best and it's not) it's filled with art from other people with no credit. You clearly have assets from Tor Frick's one texture scene blatantly copied over. And even your modular wall pieces are the exact replica of Philip…
Definitely a good start! For architectural assets it's always good to get a good combination of - modular pieces - that make use of trim textures and other tiling materials that you apply to mesh that make up the bulk of your buildings. - unique pieces - these are those small but very detailed props/features that you would…