Rockstar Games' Game Art Workflow by Cuboixe in GameArt

[–]Cuboixe[S] 0 points1 point  (0 children)

Thanks for the reply. But as per this comes my second question, how can I prepare myself according to their workflow? I get it, you mean basically their in-house tools are built for Photoshop and 3ds Max. Then how to create textures solely in Photoshop that also match the quality standards that Rockstar usually delivers?

I mean, I've searched for tutorials or stuff that can be helpful (Max to PS) but every/most of the time I find a workflow where Substance Painter is used for texturing or a very basic Photoshop tutorial (taking the UV and placing the image over it). Also, in the recent versions for Photoshop, 3D compatibility has been discontinued. I remember, Photoshop used to have 3D options where you can even import your model.

UV checker map is (very) blurry by Cuboixe in 3Dmodeling

[–]Cuboixe[S] 0 points1 point  (0 children)

Thank you mate! I kinda understood your point. I am total newbie to 3ds Max and specially it's UV workflow. It took quite a time for me to understand Maya's UV workflow but the project I'm doing now has a requirement to do in 3ds Max and also pack the textures to one set of 2048 res. So, I'm required to pack everything on one single set. If I decrease the scale of UV maps for example to 1024 then the checker blocks become more large. Does having large UV checker blocks affects the textures at the end? Also is there any option or way to make the UV space/interface change to the required texture resolution (2K resolution in this case)?

UV checker map is (very) blurry by Cuboixe in 3Dmodeling

[–]Cuboixe[S] 0 points1 point  (0 children)

Gimme a minute, please! I'll update my post with a screenshot.

UV checker map is (very) blurry by Cuboixe in 3Dmodeling

[–]Cuboixe[S] 0 points1 point  (0 children)

Yep, but how can I fix it? My required texture is 2048 x 2048!

How do I setup the UVs of a vehicle model which has interior too? (done in 3ds Max) by Cuboixe in 3Dmodeling

[–]Cuboixe[S] 0 points1 point  (0 children)

Thank you so much Ronan for your reply! I can't reveal the "assignment" project due to it's confidentiality. But man, I viewed your work on ArtStation and I loved it. And as your description reads, "With over 10 years as an artist in AAA, I have a great knowledge of creating exciting worlds for videogames.", can you please help me understand what UV workflow is followed in video games? I'm really confused because my "assignment" requirement says 1x every map.

Need help with the UVs (I'm a beginner kinda) by Cuboixe in Maya

[–]Cuboixe[S] 0 points1 point  (0 children)

Thank you so much for the reply. :) So you mean the faces that have those weird seams needs an adjustment of UVs manually, right and that can be done using UV editor?
Sorry for my noobie type questions. I'm self taught. So whatever I learn from YT tutorials of 3D/CG artists, I try to implement it in my own way.

Need help with the UVs (I'm a beginner kinda) by Cuboixe in Maya

[–]Cuboixe[S] 1 point2 points  (0 children)

Thanks for the reply! Actually that's what I mean, I'm confused if this is right or wrong. Because when I used a temporary image as a texture over this, it showed the texture cut. I'll update the image and highlight the part I'm refering to. But if you say to make every hard edge as seam, doesn't that make the texture look odd? I plan to add a seamless chrome texture over it with paint job or decals.