that really depends on what game you're making. large open world - you're better off building the houses as one lump (be as modular as you like offline) and figuring out a system that lets you swap interior decoration/furniture etc. parametrically. its much easier to handle lods and a lot less work to populate your world…
Cool idea for a portfolio piece, and you’re smart to worry about shots this early – the island itself can be great, but if the cameras are weak, all that work gets lost. A few concrete things you can try: * Pick one main story angle. For example: “approaching the hostile shore”. Place the camera low on the waterline,…
Hi! Blender has a Triangulate modifier (keep normals option to preserve shading), which makes it easy to work with quads and triangulate on export. I recommend triangulating to ensure topology (and as a result mesh shading) is the same across softwares. Since you shared UV layout, I'll note that there's a lot of unused…
Hey everyone, I'm currently working on the highly-detailed cockpit of an F-15, and I've reached the texturing stage where I need to label all the buttons, switches, and panels (screenshot attached). I'm looking for advice on the most robust and flexible professional workflow: Would it be better to take a UV snapshot into…