Less materials the better, in general. So, one way is to make a packed texture with your common prop details, then create your props UV mapped to that texture layout.
yea, i think this would be a prop that would work better within the context of a larger scene. alone, it's confusing. I would try to do a prop that is more easily recognizable by itself.
Inspiring work, I've spent a lot of time marveling at the amount of detail in the environments and props so far. Very, very cool :) Was there concept art to work from for all of those props?
My interaction with a senior should be this. Me: Deal with all the props for this level plz Them: All the props are done. I predicted a number of potential issues that could have caused us delays and escalated the issues to the people best qualified to deal with them in a timely fashion. I also helped the more junior…
Hey Polycounters Made this thread for my first game environment. Still lots to improve on Baking etc though. I'll keep posting more props and progress. Feedback is appreciated! Hope you like it :-) The first asset is this clock prop. People need to be on time! ;-)
Quick update, been working on the collapsed ceiling and props (although most of the props that are modelled, don't have textures yet) Also changed the post-processing a tiny bit. Thoughts?
Fixed shadow issues and gave it a less distracting background. Water shader used from Infinity Blade Grass Lands. 58K faces with props. 44K faces without props.
Wow! this is really fantastic! I'd love to see a wireframe breakdown on your props (like the stairs, they're my favorite prop in your scene) Keep up the great work!
Just wondering, Would that House and all the Props (stylized variant) be inside one UV with some atlas Textures or just seperate uvs for props / modular wall pieces etc.