#Making colossal assets. How to work with large assets and scale them properly?

1 messages · Page 1 of 1 (latest)

tribal swan
#

https://cdn.discordapp.com/attachments/497872424281440267/1367181973570719786/image.png?ex=6813a6ef&is=6812556f&hm=82df30643a074b5472bc03af3f40bf85ea352d015d89ba2b3cd5bdc0f4f6b83a&

I have this large wall that I sculpted, looks fine right? I just didnt consider how small the player would be when looking at this wall. Its enormous. The red line I drew is -roughly- how big the player is in a 3D space. Even smaller probably. So when I import into Unity:

https://cdn.discordapp.com/attachments/497872424281440267/1367182008123527352/image.png?ex=6813a6f7&is=68125577&hm=0bb7aff80e0d6a58a4804229bb014e6ce521698925cba5abbcf863fbe264536b&

Now I'm wondering how I can model something that will end up being very large in my scene
Because working on a very large scale and trying to sculpt will be painfully slow
even on a decent PC
but then I can't really get the finer details in that would make it look decent when scaled up

wintry wharf
#

Aight, I'll post any finding I stumbled upon in here

tribal swan
#

Making colossal assets. How to work with large assets and scale them properly?

wintry wharf
#

Collasal assets.. good keyword 👍

tribal swan
#

A decent solution I found was to increase texture tiling

#

I think its all texture manipulation and using normals / displacement maps to make it more believeable up close, while also using the evironment around it to mask things a little