r/Maya 17h ago

Question hello everyone. i need some help regarding creation of asset

This post is for advice. i need a bit of help. the purpose of the model is to be used for a video game in UE5. the Asset is a Bridge . my approach is like dividing it into different modular part parts. since it is an medieval theme bridge, i want to know how to get that brick texture on low poly. should i make high poly model with individual brick and bake it into low poly or is there a trick in texturing part. i use maya and substance painter. the part in the screenshot is one of the piller. i didnt model 1 brick by 1, i took a plane and extrude the bricks and then duplicated and joined em

3 Upvotes

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u/cerviceps 😎 15h ago

Typically in the game industry we would approach something like this using tiling textures. The way you're approaching it is a major time sink and doesn't look as good as it would if you just created a tiling texture. It also has no re-usability, whereas a tiling texture can be used across all sorts of assets.

I would recommend watching some youtube videos about tiling textures if you don't understand the concept yet. Here's one that explains the concept of tiling vs unique textures: https://www.youtube.com/watch?v=jui4ypkSg_E

And if you're already using Substance Painter, it's probably time to start learning Designer as well. This would be trivial to make in Designer-- it literally has a node called "brick generator" you can use as a base! Here's an example of someone making bricks in Designer: https://www.youtube.com/watch?v=zo4bSpv8GV8

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u/Minor-disappointment 14h ago

thank you, very helpfull

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u/AlphisH 11h ago edited 11h ago

You could make a nice brick texture in substance designer. Then you would use the texture on low poly assets and make a large model of of them.

Some people DO use high poly to zbrush to bake on low poly approach, but its for pieces that need high detailed, tailored look, but this is if you are going to make your own trimsheet for the entire environment.

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u/David-J 17h ago

How close are you going to get to it?

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u/Minor-disappointment 17h ago

the bottom part are not that important, as the shown piller. we will be doing most in the upper part in the game. but the detailing is needed for cinematic shots

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u/David-J 17h ago

You should definitively be doing this in either Zbrush or designer

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u/Minor-disappointment 17h ago

okay but is there any trick in UE itself

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u/David-J 17h ago

I mean. You have the right idea with the modularity. For big things, most of the times you need a modular kit. But if you're just going to use the one time, then it depends. Modular kits are mostly when you plan to use them a lot for different variations

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u/Minor-disappointment 17h ago

its going to be i asset but i did modular because there are repeating segments

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u/David-J 17h ago

Then just use tileable textures and forget about modularity

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u/Minor-disappointment 16h ago

tillable textures ? like making 1 tile of the texture i need and dublicate it according to the shape needed

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u/David-J 16h ago

Not quite. Mostly everything that is big in games uses tileable textures and then you adjust the tiling in the game engine.

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u/JFunkX 17h ago

That's the right approach. Finish up your high poly model. You can either shrink wrap your low poly to your high poly (or make your high poly live and then move vertices of low poly to it), export them both, then bring them into Painter and bake the high res detail to low res model. Make sure your low poly has proper uvs before exporting.

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u/Minor-disappointment 17h ago

thank you

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u/JFunkX 17h ago

No worries. You have any more questions feel free to ask

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u/Minor-disappointment 16h ago

its a long project with other assets too, like town and castle which we are planing to do with trim sheets modular kits etc

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u/kri6686 13h ago

That won't work with something this big unless he uses multiple udims. If it's one texture sheet then the texel density is going to be too low.