Hey Guys,
after searching around, i decided to make
a modular scifi environment. (in UDK)
I recently watching some Tutorials and
want to create a good start/workflow..
I think that ndo2 will push it alot, here some results.
I have only a a issue that my "planes" look so flat, maybe its better to model a highpoly out and bake it ?!
(ndo and extruding faces dont work so good, cause i can recreate uv, diffuse.. etc.. )
Can anyone suggest me a workflow including maya/ndo/zbrush ?
Replies
http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html
its the good "old" highpoly way.. thought there is a way with ndo in combination of maya and udk
i believe cavity maps should be used as a spice rather than being main source of grit.
the reason for this is that they're simply too sterile and regular to look convincing on their own. so just mix that with brush work to make texture feel more natural.
is the texture supposed to be metal? if yes then edge wear is too bright and saturated on diffuse map.
To make more convincing metal you can paint grayish edge wear on new layer for diffuse map and later turn it white when making specular map.
some areas just "flat" .. ndo semms to be good for these kind
of areas, for other things i have to bake, am i right ?
//edit: damn nodo ist fast..
I will make a blockout soon, first i wanna
have a rough workflow for tileable scifi stuff..