This week I completed the baking process and cleaned up all of the UVs to ensure everything is optimized and ready for texturing. I’ve started texturing the sniper and have made solid progress so far, focusing on establishing the core materials and surface detail. In addition, I modeled a gun case to help strengthen the…
If your asset is already low poly there's necessarily no need to create LODs, sub 1k vertices for example, or a small props that get culled away early anyway. These days creating LODs can be pretty much completely automated and the UE auto-LOD generally does a good job creating LODs for your props. For more specific cases…
Hi guys, A few weeks ago me and Pedro started working on a showcase scene for the Unity Virtual Texture plugin Diogo Teixeira is working on, due to release Q1 2011. Learn more about the plugin at the Unity forums here The scene consists of an urban environment in between buildings. It will feature a couple of connecting…
Looking good I'd call most of it game ready art provided textures where handled appropriately! I think the crits you already brought up are spot on and should be fixed. What is the purpose of this level and what is the perspective the player will see (RTS, FPS 3rdP-RPG)? I think the angle/zoom of the renders suggests RTS…
Woodside is an atmospheric, supernatural horror game developed in Unreal Engine 5. The game combines investigative exploration, environmental storytelling, and dynamic spirit encounters to deliver a tense, immersive experience set in rural England. Woodside on Steam: https://store.steampowered.com/app/2614270/Woodside/…
Project RBU > ReBot Unit (working title) Returning to a personal game prototype I'm developing and decided to give it a proper visual guide piece. Critique welcome and highly appreciated!
Week 8 update! Finally I managed to have more time to work on the project so here's what's new. Most of my time was spent texturing the props I had modelled on the past two weeks. I also got around to learn more about decals so I could fix some issues I had with the plant leafes on the table, and that also let me start…
So for smaller assets, particularly props and assets like that. I would make my lowpoly first and put that on a layer. Then make a subdivided version (not subdivided in the sense of highpoly modeling just edge loops so that Ill have even quads in Zbrush. If I know I'll need a pattern on a specific piece say a wicker…
Hi folks, I’ve been working on a Blender add-on to speed up asset prep for UE5/Unity. It automates LOD generation, collision mesh setup, and clean exports — basically removing a lot of repetitive steps for environment artists and tech artists. BlenderNation covered it recently: 👉 BlenderNation Article I’d love to hear what…