I would model it in a modular way. This will help reduce texture count and will help with visibility culling. Add decals and decorative models for variation. As for the modeling, I would make sure each room is on its own, not attached to the others outside it. For example when you are in a room and you turn away from the…
Nice, I appreciate all the insights into this! Relying more on the normal map for details and mirroring + decal sheets for unique details will be the approach for my next vehicle for sure. I should point out that it's 21k tris, so around 10k and some change in polys. There are plenty of mistakes here that I won't be…
Cryengine 2 has realtime ambient occlusion. so no need to bake it in in common scenarios. :) Reall fresh piece of art. Is it for a mod or something? If it looks not taht good from distance maybe you can tweak the mipmaps by hand in photoshop with a little color correction. I lost a really good artice found on gamasutra…
I dont have a set process, it changes according to what it is I am texturing but basicly I try to do this. 1st layer base colours(usually 2 or 3 solid colours) 2nd layer lighting and shadow 3rd layer details (decals, paintwork, scratches etc) sometimes 4th layer(baked AO on multiply) then more layers get added inbetween…
Hey polycounters, lately I've been getting more and more into optimization for video-games, at least the kind of optimization that artists usually have to deal with in a professional environment. Mainly talking about and digging deeper about the skills needed for a good world environment artist/leveldesigner. Generally I…
It's good. Like how you punched up the tile contrast in the 3D piece vs the concept. Do miss the scratches and wear on the steps though (would be fairly easy to add as decals). Also, not really a critique but I'd personally make the plant on the floor look very alive and healthy like in the concept, maybe even with a soft…
First of two trim sheets done, got in a matte painted sky off the unreal store, and did another pass on the head. I'm happy with the composition. Now I'm working on making sure the basecolor and roughness of the materials are reading well before I fully UV the assets and start to think about things like vertex painting or…
Been a bit of a slow week, just been tuning up some of my the main tiling textures. I've also been doing a bit more texturing on the fridge, but I'll save shots on that til I make some more progress. I've opted for a bit of a blue colour scheme for the moment, but I might play around with switching the wall to green and…
Got some time to rework the cockpit a little. Made the window bracing a bit thicker and gave it a darker color to make it stand out. Oddly enough, the side panels didn't have any sort of handles or obvious function in the original design art. Went ahead and added some since making them maintenance hatches made a fair…
Ok, new update. Here is a few things I have done since last time: - I went back and created a 1024x2048 diffuse which have been overhauled (still wip). - Changed some of the geometry with the help of the image Snader provided. I'm still working on this in my spare time; I need to finish the diffuse, add to the basic normal…