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.
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!
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.
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 ?
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.
Man you have no Idea how helpfull these breakdowns are .. I sincerely thank you for these amazing videos ..
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.
Great suggestion, will see if I can find something for the future. Goodluck on your game project.
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!
Hope the solo project goes well chap, and thank you.
Ubisoft is always a great reference and one I often use for environments, tiling and trims. Great inspirations
wow, this is brilliant.
Thanks for making this concise yet informative video! Extremely easy to understand for me❤
can i get a tutorial on hot to apply trim sheets in maya
I love this videos! It would be amazing if you shared the MIRO link so we could take a look in HQ.
Working on that, soon to come chap, cheers.
Great! Thanks for all! And keep up the Great work 😊
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.
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 ?
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.
Pls take my previous comment into consideration
I will try to in the future chap :), cheers.