Hi dear Polycounters, So at the moment i am working on another Portfoliopiece. Hopefuly i could made some progress sine my last modular tryout ^^ Well, i'm using CryEngine3 (at the moment the ground textures are just placeholders, as i will do them at the very end. The terrain itself is also not finished) I hope you can…
I've got a question about something we've seen in games at times before. This might be more technical, thus why I ask here. In games like Spore we have character models that modifies according to the way you shape them. In Lionheads Black and White 2 you could pull out the shape of defensive walls that followed the path…
Hey Polycount, I wanted to share with you my debut package as an undergrad. Its a set of modular components for Unity3d to quickly map out or prototype levels. Info: Imported at a scale of (1,1,1) Unique pivot points (duplicate and snap) Built entirely on the grid (easy texturing) No Z-fighting Standard base maps (source…
Hi all. I'm learning environment texturing for games at the moment; I have a modular texture set up with some wooden beams on it and a model with planks varying in length. There is one beam that I want the wooden texture to tile twice along and so have extended the UVs for it twice the size of the UV grid in the texture…
Marketplace Link Using this package you will be able to quickly and easily create a multitude of Sci Fi Corridors. Ideal for 1st person games. Customize PBR values & colors to achieve the specific look you desire. Personalize your assets to create environment that are unique to you and your vision. Video Material Demo…
Hi there, I don't think I've ever posted anything I made here earlier. I'm a pretty long time lurker tho and it's great to have such an active forum to check out now and then :) Anyhow I've made a tutorial. It's not done actually... I plan to make two versions of it actually... One basic, not indepth ideas on anything, and…
Hey guys. any chance that someone could explain to me how you texture assets for UE4? Please tell me if my workflow is correct or if I'm messing something up, I constantly have the feeling that I'm doing something wrong. I'm currently trying to build something similar to this building and port it to unreal engine: I want…
This package is intented for easy and fast construction of various sci fi corridors. Features: Deferred decals - mesh-based non-projected decals create all the detail. This workflow allows you to greatly reduce the number of texture maps and achieve an excellent level of detail. Face weighted Normals - get the smoothest…
Hi everyone, first time posting here. I usually work on high poly environments, but now that I'm getting into game assets this seems like the right place to post progress and get feedback! I'm working on a modular sci-fi environment pack for my team and also for the asset store. The goal is to have some fairly low poly…
Hi, I've been mulling over a few game designs for a number of years now whilst self learning the trade, as I'm sure we all do. I've recently boiled my current various designs down to a specific subset or genre if you will, and I've been developing the common framework technology behind them over the past few months. All of…