hi guys in last days i start making a new environment called ' Octopos city " . i have a lot of ref that i'm going to use so here is some shot from max and i hope to find some time for my wip gun :) a hipoly assest ( sidewalk ) and a modular building the scene will a little broken hope you like it
I'm working on a project doing modular meshes and need this map to be tiled I tried to cut too, as there is empty space in the texture, I cut the vacant part so the whole image gets sharper. In Bitmap2Material I imported as main input and tested all possibilities in the "MAKE IT TILE" parameter. Am I missing something ??…
@reedcsy nice wiring you got there! the setup of it looks so effortless. @elfennani i'd suggest try making as many things modular as you can, that'll speed up your time, but also making a really thorough blockout will help you in the long run so you have a good base to work from :smile:
I'm using Modular textures in this scene. I'm just mapping my details where i need them to be, with these 2048 textures 2 A.O and 2 normal maps then i added in these base textures and the Emissive This is my material setup in UDK now it easy to just switch the texture sample how ever i want.
yeah thats already looking a lot nicer. if a piece is specifically trying to be really low texture use or highly modular make sure you make a point of saying that when you present it - they're good skills to have and if you don't say then the viewer wont know that you've not just made a boring repetitive piece!
New thing - I'm getting accustomed to using modular pieces in preparation for a complete building. Here's a WIP. I had to add extra geometry to the low poly to get a good cage push, will optimize later when creating LODs. I'm creating some traffic poles with signs and traffic lights, security cameras, etc:
The texturing side of it really depends on your rendering tech. Are you allowed to use a shader that can blend multiple textures? Can you use decals? What is the texture budget for the level? Making it with unique texture is easier, but making it in a modular way is usually better for memory (often at the expense of more…
Why not do one 4096 texture instead ? You're not doing a modular or alternate outfits, are you ? (if you do, why not have head and skin together in the same map ?) Not sure what exact tutorial are you looking for. Wouldn't you bake ZB sculpt's vertex color as ID for dDO ? dDO can handle skin as well.
Disclaimer: I'm a noob. For me it depends on the asset. If it's a unique piece, I bake from a high poly to low and paint a texture afterwards but if it's part of a modular set I'm more likely to develop the texture and the models at the same time and spend a little more geo to make up for using CB instead of baking from a…
That guy(Artyom) has some great concepts. I've seen A few people use this to start from. I also did a take on it last year. I ended up taking a more modular approach and sticking closer to the concept. I am enjoying your more modern take on the concept though. Keep it up.