Andrea Graizzaro Profile picture
🌱 Freelance 3D Environment Artist • prev @RayscapeGames/ QA at @BalancingMonkey Looking for job opportunities 😄 📩 graizzaro.andrea@gmail.com || Portfolio 👇
Jan 19, 2023 9 tweets 5 min read
#Trimsheet! Before implementing it in my project I underestimated how useful it could be😅
So, I've decided to write a thread to share some info I've found useful to start with it and a general overview of how I've used it in my scene ^^
🧵1/8 Image My first encounter with trims was @lowpolycurls Bird House project (artstation.com/artwork/mDW6Yd), the next step was to understand how to plan and implement them🤔
@FlippedNormals' short video is a great introduction to them () but ...
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Jan 12, 2023 8 tweets 3 min read
Auto-scaling Uv's based on object scale in the @UnrealEngine🤔
I've found this pretty useful trick thanks to @Annunziata3D when working on a large environment w a lot of modules; it helped to reduce their numbers and ensure consistent tiling across different scaled surfaces
🧵1/7 All is contained in this simple material graph 👇
But there are some things to consider when implementing it, this setup supports tiling based on scale only on 2 axes, which means that all models that'll use it'll need to be oriented along the required axes to avoid artifacts
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Mar 22, 2022 9 tweets 4 min read
Kits! Along with trims they are pretty useful to create a large number of assets in an environment without having to rely on sculpting everything 😆
Here I just wanted to talk about how I approached their creation in my latest WIP and how I've used them😃
1/9 Image So those are the kits that I've used so far in the scene, with the details one (foliage, vases, etc) still in development. I'll talk mainly about the wood one or this thread will become infinite 🤣
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