u/Affectionate_Copy65

Confused about why Epic do UVs first then add detail

Confused about why Epic do UVs first then add detail

I'm looking at the level design principles in this listing:
https://www.fab.com/listings/f19e91ce-056b-48c6-9dfb-28a46f9151f4

Phase 1: Blockout
Phase 2: Blockout Material
Phase 3: Modeling the blockout.

It describes a blockout material as Phase 2, and Phase 3 as modeling details. I'm a bit confused: wouldn't the form of the blockouts affect the UVs at that point? Or does this have to do with texel density and making sure the base is correct, and then if that's the case subtlety in adjusting the form is key since each object becomes 'complex' from it's modular components?

Thanks for any clarification.

u/Affectionate_Copy65 — 5 days ago

I’ve been developing a Walking Sim on my own, and everything’s coming along nicely, (slowly but nicely). When it comes to the dialogue and story though I am a massive perfectionist. I’ll read parts and say things like “hmmm but has that been earned yet, should she really be saying that?” And then I’ll gruellingly spend days either rewriting parts, reorganising or whatever the else.

The strange part is, I can do the animation, rigging, topology, texturing, level design (as you know the list continues)

And while I rate level design to be the second hardest, the story writing takes the cake.

Maybe I just don’t have it in me, and I’m not a natural writer or maybe it just takes time. I don’t know.

reddit.com
u/Affectionate_Copy65 — 7 days ago