For the stairs as they were big models i had to break down each stair case into 4/5 sections so that i could have enough uv space for a good texture resoulation I was going to create an convex collision box but i decied in the end to let unreal engine make the collision box for me as i came to the conculsion there would be far to many customer convex box and more room error For the UV I decided to overlap a lot of the sale to make more space on the texture sheet, for example the balustrades are identical model repeatedly used on the stairs so I place all the shells on top of one another. Which gave me more space and potential better texture resolution. Then I copied the UV into another UV map and used the layout to create a 2% space between the shells for the lightmap once I completed the models I took them into substance painter and gave each staircase, its own unique look, exporting the textures to unreal as the TGA format for the alpha channels. I made sure the less visible textures were 512 and 1024 while everything else is 4k resolution.
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1/8/2024 12:10:05 pm
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
December 2016
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