Looking forward to getting started on the "Intro to Substance for Environment Art" elective @cgmasteracademy #cgmasteracademy
$LAYYYTER
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I'd rather be in outer space 🛸

Discoholic 🪩

pixel skylines

PR's Tumblrdome

Kiana Khansmith
"I'm Dorothy Gale from Kansas"

Origami Around
KIROKAZE
noise dept.

❣ Chile in a Photography ❣
The Stonewall Inn
sheepfilms
todays bird
PUT YOUR BEARD IN MY MOUTH
he wasn't even looking at me and he found me
Keni

shark vs the universe
Cosmic Funnies
seen from Singapore
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@jay-smitt
Looking forward to getting started on the "Intro to Substance for Environment Art" elective @cgmasteracademy #cgmasteracademy
Grenade HP
I'm in the process of learning how to make props for games and looking to expand into environment art afterwards. What helped you the most understanding your use of texture map sizes and tri count for environments and the general pipeline workflow?
Mostly just good planning before hand and deciding what is important and what is not, what the distance of the object being seen at is the biggest deciding factor. Most maps can be down sized later on as you discover what kind of res your object needs (although I’ve been told its better to bake your normals at the res its going to be used at, so make sure you can re-bake easily!), but for Tri count its the minimal amount that can hold its shape at any distance, then deciding on details like edge bevels, Bolts etc… again depends on how close the player will get.
Also keeping a consistent Texel Res whilst UV’ing. I personally use the Night shade plugin for Maya which has some nice Tools to help with this.
It doesn’t always go to plan even if you spent ages deciding exactly what will go on what map, sometimes you will have things left over that don’t fit into your UV space, so its always good to decide early on certain objects or parts that you are OK with scaling. Parts that don’t tend to need your full 512 per meter (or whatever you have decided) resolution.
(Edit: Tri count in modern Engines is not as important as Vert count.)
Case High Poly
2nd Prop Art Deco Radio
First Month Complete! Pretty chuffed If I must say so myself :)
Assignment 2
Assignment 1 Complete
Bolts
Keyshot messabout
Wall Tile Test
Dota 2 Sculpt done.
Dota 2 #MNC Feb 2014 Basemesh done!
Having a play with marmoset 2.0
Zbrush sculpt latest progress