Texture atlasing is usually performed on the code side of things. Meshes/textures usually get batched on export or at runtime. There are things artists tend to do that is similar to atlasing, when it comes to building modular assets. The artist could map multiple modular assets to the same texture sheet, saving draw calls…
Thank you,i think the exaggerations will be more evident once i build the actual modular pieces. I think tonight i am going to sit dow,give it a good look and try to figure out how much of this will be modular. @kaburan Indeed! That along with materials as well,getting the wet look is important equally in the scene,that is…
Making it one big mesh works too and has its own advantages but it won't be reusable easily as with a modular approach. Also with very big assets you may have to switch to dynamic lighting in Unreal because your light maps are either going to be very heavy or very low res and your shadows will look bad. If you're making…
You have some nice stuff. I agree with sipher3325, good layout, but some wires would be nice. I also think you need more breakdowns of the scenes. I think if you were to keep the modular building, show some of the modular assets by themselves, including their tris count. Delirium is definitely your best one so far. Such a…
@Eric Chadwick, tnx for links, useful stuff! We are trying to implement such modular approach. For now, I have created base meshes with standard connecting 'beginning/end' that we plan to use as 'building blocks' for our cave system. (credits to 'Luos' for some parts:…
I would like to know more from Modular asset level environment like wall and others stuff measure can be change or it need to be all the time the same ? I'm learning it and it looks liek sometimes the end of my build is not well covered like it miss some small centimeter ... =/ I think I just need to be fix with measure…
For my project, I am building a set of modular pipe pieces with different diameters. Currently all of the UVs are square-mapped from the 0-1 range so the pieces are perfectly tileable; however, depending on the thickness of the pipe, its UVs may be stretched too thin or too far on the V axis. I could scale the UV shell…
Hi all, this is my first modular environment and I would like to have some feedback from you please. =) The idea is of creating some sort of village/town composed by sci-fi buildings linked by transparent tubes and wooden bridges. (so it's a mix of sci-fi and traditional things) I have a limit of 15000 triangles and I have…
Hey guys im working on a modular road atm for a victorian street there will be buildings from the era but im starting off with this atm. im just wondering how i should sort of go with the texturing of these roads... should it be like bricks or tar or a bit of both let me know also can i make these models more effiecent i…
Theres been a pretty serious lighting problem with some of my meshes, which I've been stupidly ignoring for a while now. Now I just want to know what I'm doing to my lightmaps that I shouldn't be. My UV's are definitely more than 3 pixels apart and theres no overlapping going on. The problem mainly affects my modular…