Hey all, Maybe this can be a discussion. A recent response of mine to another poster on this site has got me wondering about workflows, time and efficiency. In this case I'm talking environmental modeling, UVing and texturing in a modular/reusable/hero + tiling/atlas/overlapping UV sense. I've read as many articles and…
I’m curious how others here handle unit and scale consistency across different tools and engines. In my experience, scale drift tends to creep in over time — especially when assets move between Blender, game engines, and other DCCs. Even when everyone “knows” the correct units, small inconsistencies still seem to cause…
I'm not sure you are missing out on anything major. For really high-end foliage, there is a trend these days to model things out in high poly form and bake them down, like many other types of assets (e.g. character stuff). This can take a lot of time, compared to old-school methods that rely more on grabbing stuff from…
While the size of the church cant change on the exterior, are you allowed to edit the interior? The reason I ask is that if your scale is correct in that image (the size of your room compared to the assets in there) then you will be looking at a lot of empty space. You could create a floor plan which includes different…
This sounds really cool. Just throwing a different idea out there: Polycount Museum How it would work would be that the core, senior team did a layout of the preliminary exhibits that each had a theme such as "Time machines from the 19th century" "Extinct fictional animals" "Space vehicles from the age of the first Exodus"…
Yea, i have to agree with Snader...Using an alpha channel would be a really bad idea. Adding an Alpha channel is the same as increasing the texture size by 50% or having another texture of the same size and would be pointless for something that is never going to be seen. I would remove any of the bottom faces that the…
@iam717, thank you :) ____________ Phew, think that's that for the time being: Artstation It took a while trying to figure out the lighting and rendering in UE. Various exposure settings nearly killed me. Makes me really appreciate how friendly Blender is =D It was made all that much harder because of ill-timed hardware…
Hey Travis, nice idea you've got going here! A couple of suggestions if I may, you've mentioned you still needed to work on the timings of your spell, I think that's probably the biggest thing holding it back right now, it currently feels too linear. Right at the start I would love to see the chains wobble a bit as they…
I've been working on a couple of things I've noticed sine my last post. The sense of scale seems off with some of the larger pillar assets, which is kind of making the larger floating pillars seem smaller comparatively. So I made them a lot smaller, so that the arch would have more emphasis. I also felt these pool areas…
Thanks guys. I am really glad you like those images. I had great idea about the first shot but I could not explain it well and it was first time for the model too so she was a bit stiff and I could not pose her the way I wanted.... Thanks Ben for the critiques. I see what you mean . I do have a flash but I have never used…