Why Does Assassin's Creed Mirage Texture Maps Look Like This?

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  • เผยแพร่เมื่อ 15 ธ.ค. 2024

ความคิดเห็น • 17

  • @yacineygamer6457
    @yacineygamer6457 10 วันที่ผ่านมา +5

    Man you have no Idea how helpfull these breakdowns are .. I sincerely thank you for these amazing videos ..

  • @mjghp_artworks1025
    @mjghp_artworks1025 12 วันที่ผ่านมา +4

    Great vid as usual man. I'm a senior character artist who started planning for my personal game project few months ago, and while I can make characters and creatures, I had no idea how to tackle environments properly. Your vids help a ton. Thank you. Also, if you could make a video for some old-school games from ps1/2 era, which had their own limitations when comes to modeling environments, that would be awesome. Thanks again.

    • @EMC3D
      @EMC3D  12 วันที่ผ่านมา +1

      Great suggestion, will see if I can find something for the future. Goodluck on your game project.

  •  12 วันที่ผ่านมา +5

    I find you to be such a clear communicator, and Learn a lot from these breakdowns.
    Currently working on a solo project, env art is only a part of it, but being able to use tips from top-flight production even helps here with allowing a smaller number assets to build a larger environment, just so useful! Thanks so much!

    • @EMC3D
      @EMC3D  12 วันที่ผ่านมา

      Hope the solo project goes well chap, and thank you.

  • @Ahntera-n4u
    @Ahntera-n4u 12 วันที่ผ่านมา +1

    Ubisoft is always a great reference and one I often use for environments, tiling and trims. Great inspirations

  • @sprawa7832
    @sprawa7832 8 วันที่ผ่านมา

    wow, this is brilliant.

  • @doomgb4994
    @doomgb4994 11 วันที่ผ่านมา

    Thanks for making this concise yet informative video! Extremely easy to understand for me❤

  • @shubhamparihar6487
    @shubhamparihar6487 11 วันที่ผ่านมา +1

    can i get a tutorial on hot to apply trim sheets in maya

  • @AlvarGG
    @AlvarGG 12 วันที่ผ่านมา +1

    I love this videos! It would be amazing if you shared the MIRO link so we could take a look in HQ.

    • @EMC3D
      @EMC3D  10 วันที่ผ่านมา +1

      Working on that, soon to come chap, cheers.

    • @AlvarGG
      @AlvarGG 10 วันที่ผ่านมา

      Great! Thanks for all! And keep up the Great work 😊

  • @ChillieGaming
    @ChillieGaming 12 วันที่ผ่านมา +2

    I had some questions in my mind 1. how to maintain texel density in big or small modular kits?
    2. How do u know how much should i scale my tileables to match the texel density?addons for blender/maya/3dsmax to do that
    3. I have seen people making entire building into 1 mesh and then using world aligned textures inside unreal with vertex painting , edge decals and noise and detail normal map on top of it .
    What about this workflow? Is it not useable in all kind of buildings and how to maintain texel density in this one.
    Hope you give answers to my questions or gather the answer from someone inside the industry and make a video on it with examples.
    Thanks again for such videos.

  • @StormD_
    @StormD_ 9 วันที่ผ่านมา

    Thanks for the video, helps clarify lot of things. I was watching some RE4 gameplay, and wondering how widespread is the use of trim sheets for props. I've seen a big yellow excavator that looked like it was textured with trim sheets. Are these also useful for metal edge wear ? I wonder in a modern game what's the ratio of trim sheets used to custom textures for each prop. I assume they use custom textures just for the most important hero props ?

    • @EMC3D
      @EMC3D  8 วันที่ผ่านมา

      You've got it!
      Yeah a lot of props can be done with trim sheets and masks/shaders, especially the 'filler' props that don't hold a major importance, but add to the importance of the world when combined together.
      Star Citizen for example use trims on their huge assets, because at that physical scale it's impossible to retain good texel density.

  • @ChillieGaming
    @ChillieGaming 11 วันที่ผ่านมา +2

    Pls take my previous comment into consideration

    • @EMC3D
      @EMC3D  10 วันที่ผ่านมา

      I will try to in the future chap :), cheers.