Hey everyone, just working on a building at the moment and need some crit/advice on a few things to take it in the right direction.
The upper windows I'm a bit confused as to how I should do them, shall I just grab some window textures and make them fit in or should I put together a quick hi-poly window frame for a normal + AO bake even though its a flat plane.
The setting for the buliding is an abandoned city, recent enough that there's not much overgrowth but there aren't people living there anymore.
Here's the screengrab and flats (lol sorry about tooltip in last flat :P ) so far, thanks for looking
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also.. put some more polys into those arches on the bottom level. they're pretty jagged.
I'm making a few buildings so I will try to use that method next since I know thats the current way of making high quality environment assets.
UV map 2 will be the detail elements, the dirt and grime. I usually have this as a 32 bit image for the decals and such.
So use a layered material (from left to right in Maya) AO set to multiply, Detail set to Over and brick set to default. In the UV linker you set what goes to what (it is helpful to name your images/shaders).
I don't know how to set up this kind of material in 3DS Max, but if you need pictures instead of words to show you how this is done in Maya, I can write something up and post an example.
This post by Matroskin and the post after that one looks like a really efficient approach to buildings within UE3, I got a bit lost with the explanation but the result was really effective.
I'm going to try and wrap up this building over the next couple of days so here's where I'm at now, still just diffuse. Opacity isn't showing up properly with the directx shader i'm using, not sure why.
Sounds like you're using 3DS Max too, I don't know how to do this in 3DS Max since it's been 6 years since I was required to use it.
Lamont, any advice you could give would be great. The help with the UnrealED materials would be much appreciated.
I'm going to unwrap this again following your advice Lamont, hopefully I can take this in the right direction.
What EarthQuake said, ha ha.
Seriously though, if I have learned anything from being on polycount it is that you should always listen to the crits you get.
I'm looking forward to seeing your progress here. Being a character art guy, I would like to learn more about environment art. And I am finding this thread helpful so far (with the tiling textures bit).
I'm pretty pleased I got this working, it's only a small thing but it means I've got another part of the workflow down so the other buildings I need to make should go a lot quicker
Just want to say thanks to everyone for the crits and another thanks to matroskin because I'm pretty much using his thread for material reference, haha EQ yes it was definately futility... like putting out a fire with oil :poly127: