also about performance, unless you are on a potato you ought to be able to keep 60fps in a scene like this. For reference I have a 1060 card and have scenes with more foliage than this and can stay around 60fps. Not necessary to achieve if you are going for portfolio but just a reference that you can keep in mind. how far…
This month I have been developing the main bulk of my scene. For the architecture and the fixtures I decided to use a RGBA / Blend mask workflow, I find it’s a better for texturing assets in situ, such as adding dirt and dust around fixtures this therefore makes it feel more grounded. I previously wrote an article about it…
UPDATE AND FINAL VERSION. Based on what I've read regarding texture budgets, I've taken this as far as I can.I used Substance painter and Photoshop to produce PBR textures - 2K for the crate itself, using 512 X 512 PX = I metre squared as my level density. A 1K Colour Decal sheet also with an emissive channel for the lit…
i made that green/blue checker. there is no real need for higher res. just tile it. its 512 now, if you want to check 1024 you tile it 2x in each direction. 2048 is 4x in each direction, 4096 is 8x in each direction. "Make it pink on green background for ideal contrast"my checker comes from times when unwrapping took as…
No worries. Quixel seems to be really good so far. Also wanted to ask if there are any plans for export of textures as rectangles say 512 px by 2048 px? Right now textures can only be exported as squares. Also noticed custom atlas textures can't be created. In the import custom surface tab, no provision for an opacity tab.…
Heya - have you given the good old MX518 a try (the original with the odd ghostly pattern, not the legendary re-release) ? They're worth grabbing if you find them. I am very picky when it comes to bad mouse behavior (I cannot stand intrusive acceleration/deceleration) and this one has always been great. Owning two at the…
Thanks for the comment Matt! Its based on a concept by Yao Wang: https://cdna.artstation.com/p/assets/images/images/019/757/288/large/yao-wang-e08633bd-82d9-4888-9a79-514c8f64c45b.jpg?1564893262 I'm not copying 1 to 1 but most of the stuff its there. You might be right on the value issue but its also being affected by…
Just for fun, check out the kind of quality that can be achieved with a single 512x256 trim texture. https://polycount.com/discussion/89682/an-exercise-in-modular-textures-scifi-lab-udk/p1 This is rather extreme, as you wouldn't apply such heavy stress on the shaders and UVs in a real production situation, but it does…
Here is what I came up with after realizing that the lighting was not what I wanted for this scene. So I put on some 51daedalus videos and learned a ton about static lighting. I think this is looking better. Now my goal is to finish up the composition on these 3 shots and fix the ivy which I still think looks gamey.