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I'm not really sure what you mean by edge lighting? I'd imagine it's just painted in the texture itself? Some people may use AO maps or curvature maps as a guide for hand painting lighting information. But it still looks better if you actually paint it into the texture itself and not rely on an overlay or multiply to do…
I would just unwrap the ceiling with the wall because it's a soft curve. Otherwise when creating a modular piece, you need to plan how its going to fit on texture sheets. You can always just tile a texture horizontally and use the top part of the texture for other parts of the scene. Also if you are going to do vertex…
Need more info, since there are many ways you could do this, depending on what engine/renderer/shaders you're using. Are you allowed alpha blended textures? If so, that seems the obvious way to me - diffuse texture with dirty parts and clean parts as shown in the photo, then an opacity map where the dirty parts are more…
This is kind of a hard one to answer considering that even when doing the bulk of the lift in Substance or Quixel, I still do thing like bake prep/review, decal placement, and post texture corrections (like color space) in Photoshop. Quixel especially means that you're using both anyway. Also I'm working on a project where…
Its a cool item, whatever it is. At the moment though the texturing is a bit generic. If your going to keep it that way you could probably size down the texture and not lose much detail at all. But if you want to improve it, as Kawe said find some reference and try to replicate the look of certain surface textures and…
I play Forza Horizon 3 sometimes and love to stroll around every now and then and check out the textures and models. I am going to start working on some roads and such and was wondering how they probably did it. Mostly I am interested in the edges or borders of the roads where it goes from a tiled texture to a nice looking…
Hello, this thread is for two separate but related questions. 1. Here is a machine gun model that I will use in a first person shooter. This model has quite a bit of geometry on the inside, but this is very small things that will only be seen when reloading, so I don't think it warrants that much pixel space in the UV map.…
Those are most likely either animating materials swapping between two different eye textures, or you can physically rig a mesh to blink. You can designate a certain section of t he face polygons to be the Eye Material and just make sure between the Face and Eye Material-ed polygons that they blend together regardless of…
Do you want any lighting/shadow added, or just the color information from the texture you're using to be baked? If you just want the pure texture, give it a 'constant' material. (If you're using Ultimapper, I think albedo only takes into account the texture, not the scene lights or mateiral)