WOW, This clicked right at 21:30, fantastic workflow for almost any static asset in a game to build up. Coming from programing and component/UI dev for the last 15 years, this is exactly how I make my apps, testing micro up to the macro. Needless to say, I don't have a lot of bugs. :) It's great to see this since it has now opened my mind quite a bit to creative potential in modular design. It's almost like an old school atlas except you do it backwards which then give you total freedom to create massive things when coming back to MODO.
Nice one! One tip is that if your horizontal strips of uvs go from 0 to 1 and they tile horizontally you can make the beams any length you want without having to cut it and copy a new piece on top and mirror it so you "hide" the seam. If you want to slightly change the part of the pattern they are showing you just slide them horizontal in the uvs and they will never have bad seams since its a tile! ;)
Yes, totally! That's a technique I've used in the past ... definitely can be useful if you have a lot of tiling strips and don't want to worry about it.
nice technique, and well executed video! :D one thing though, now your caps are gonna have hard edges. What you could do is bake a cap with smooth edges and apply that to the low poly caps. but add polys that go down to accommodate for the sharp edges :) Hope it makes sense, maybe add the process to your next video ;)
True, but the caps are generally in throw away areas that don't matter much. Smoothing those is often more work than it's worth, but I guess it depends on your project!
Haha, no! This is just what fell out of my head this time ... no special event. It's longer than what I normally do and people really seem to be enjoying that. Maybe that's a hint. :)
Do you prefer this workflow rather than using a trim texture and mapping them to your environment? I would be interested in hearing your views. Also have you tried the trim techniques that were used on Sunset Overdrive they seamed to create a vast amount of reuse from a small amount of textures with tinting, the trims were less bespoke though but great tutorial will give it a bash when I can 😎
I keep meaning to give that Sunset Overdrive method a shot but I can never find the time. :) I tend to do it how I do in this video because it's how I originally figured it out and it works well for me. :)
If needed, the orientation problem can be solved by masking the polygons (or uv islands) in substance and rotating the texture on them. But its a bit time consuming and in case someone decides to throw a tileable texture on the mesh it wount work. Just an idea.
It's interesting. I'm looking at trim sheets atm but it seems there's some where between trims and atlases and micro pieces that can be complete and combining. Lots of things for me to try
Awesome tip as always. Thanks a lot. How can I get that wood smart materials? Is it subtsance share? I couldnt find it :/ Is it different pack or something? Could you share the link PLS?
Great video, nice techniques, recently been working on modular pieces with wood so good timing . Why have I never seen slip UV"S before?! I thought you was going to add edge loops in at edges and delete geo off the ends.