Great suggestions and i agree. I would much prefer to pay per texture instead of packs if possible. "For the indie market, texture asset packs based on a fixed number of texture downloads that can be selected from the entire library makes much more sense. That way, the indie developer can strategically select only the…
Hi! Yes, it's the "Mark Sharp" command. With objects that have angles of various degree, I like to set the autosmooth to 180 degrees (all smooth) and then manually mark edges sharp where it's necessary. Due to the Auto Smooth angle in the "Object Data Properties" panel being greyed out in your image, I think the mesh might…
For a 2.5D side-scroller beat'em-up game set in an industrial bio-punk Tokyo. Most of the work will be to "decorate" the environment, creating world props and environment textures according to references. Style is realistic with a bit of grunge. Polycount is > 500 per asset. Textures size is 128x128. Palette is Q1's 8-bit.…
Hey everyone! https://www.artstation.com/a/36136592 https://www.youtube.com/watch?v=TmaCgs5ubR4 Today I want to share some of my knowledge with you, more specifically I want to show you how to create a realistic Shotgun, the SR-410, ready for Game Production! I will actually show you two different methods of creating it,…
The world coordinate 3way projects your textures on the terrain. Remember to use a Texture Object and not a Texture sample if you are using it and the param node adjusts the scale of the projected texture !!! Here is a simple setup (ignore the red markings): There is very little info on this function but it works really…
Sorry for the extremely delayed response, but yes, thats one of the things you have to work around when it comes to painting textures. If you just half-ass a texture, then yes. It will very much show the seam. But if you spend time tweaking and messing around with the overlaps and the texture break, then you can get a…
I agree that modeling is modeling but gaming means you gotta texture too. Environment guys may have gigs where it is separated between modeling and texturing and even then they prob have to show strong texturing skills to get jobs. Character guys most definitely need to be able to texture and since your stuff is stylized,…
Updates you have Finished the last of the modeling from here on out its fixing textures and geo of certain models, adding alphas of grim and such around and overall just final textures NOW WE DANCE! next steps -Fix light pole sizing -Fix seams on stretched wall texture -Texture Garbage can -Finish packing uvs for telephone…
I'd go with tiling textures for this. You would save a lot of time on unwrapping and on painting the textures. It will also be easier to tweak the textures later if you need. I find it a pain in the ass to work with unique uv sheets for stuff like this. You might need to change your geometry later and you won't have the…
AFAIK WoW's texture system is very simple, it has texture blending and vertex colors. Judging by the texture stretching it just has flat UVs projected from the up axis, there are ways to project textures on all axises and blend them in UDK and possibly Unity. Something I haven't seen too much of that was used in Warhammer…