For the blueprints, don't you guys have regulations/rules for those kind of stuff, how thick the concrete to be, where the beams to be and what should be the distance between them and so on, so you can go of from there for the plans and stuff?
We sorta do, but it changes location to location, so I just kinda go with my common knowledge of the buildings I have done helped with before. Most buildings like this would likely be built in a area where there are no building codes.
@@LazyEModding interesting, here we have kinda strong regulations and it they are applied everywhere. Do you know if they is basic information online about us building regulations? Because im more interested into building us shops/building than european ones xD
Interesting, I will see what I can't do to group up the ones I have. Try this - github.com/Xentro/Substance-Painter---Giants-Engine , and let me know if it works. If not, I'll try to get a zip for them.
I use Adobe for more than just modding so I can justify them. In terms of other tutorials, I doubt I will, but there might be others out there somewhere that do it different than I do.
@@LazyEModding sadly, not many. Most modders somehow make 6 figures a year and can spend thousands on Adobe, so no one is really showing good workflows with free alternatives.
Great start. Love seeing peoples processes. Definitely picked up a few new things. Looking forward to the next one.
Question for the textures: Is it a must to add the normal and the diffuse in Blender or you can add them in GE afterwards with the specular map?
Nope, I just do it so I can get an idea of what it looks like before I export to GE, just incase if I have a face issue or something of that nature.
@@LazyEModding alright, thanks. Definitely goons use your tutorials to learn how to model buildings.
For the blueprints, don't you guys have regulations/rules for those kind of stuff, how thick the concrete to be, where the beams to be and what should be the distance between them and so on, so you can go of from there for the plans and stuff?
We sorta do, but it changes location to location, so I just kinda go with my common knowledge of the buildings I have done helped with before. Most buildings like this would likely be built in a area where there are no building codes.
@@LazyEModding interesting, here we have kinda strong regulations and it they are applied everywhere. Do you know if they is basic information online about us building regulations? Because im more interested into building us shops/building than european ones xD
Okay so Idk where to get the Giants Editor 8 Assets...its not on Vertex Design's website anymore
Interesting, I will see what I can't do to group up the ones I have.
Try this - github.com/Xentro/Substance-Painter---Giants-Engine , and let me know if it works. If not, I'll try to get a zip for them.
@@LazyEModding I have tried that, but idk how I'm not getting the diffuse (36:04) only the normal and specular
What export preset are you using?
@@LazyEModding Giants Engine 9 - Vehicle
@@LandworksAG Try to use an asset. That should provide a diffuse, normal, and spec.
How can you afford Adobe products? Any chance we could get a tutorial for something cheaper, or likely free?
I use Adobe for more than just modding so I can justify them. In terms of other tutorials, I doubt I will, but there might be others out there somewhere that do it different than I do.
@@LazyEModding sadly, not many. Most modders somehow make 6 figures a year and can spend thousands on Adobe, so no one is really showing good workflows with free alternatives.