This is a skin I've been working on for over a week now, first batch I uploaded was for the summer variant alone, and a few days ago I uploaded the winter variant too. Still making a few changes here and there, trickiest part is the placement of the red star. The problem is that the default decals almost always take the…
If people call you a fag tell them that they need to get that condom out of their ass because it's making them act like a vagina. After that just tell them to talk to the guidance councilor to deal with their repressed homosexuality. Just keep those rolling and remember not to be emotional, just be cool about it and…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…
@JamesBrisnehan Thanks a ton for your input! It's been a tough road so far teaching myself, but it's good to hear that my work has gotten me to a decent level. I do agree that it's sparse. I did add some grime decals to the walls, but it's pretty minor. I did plan to add some stuff to the ground like some roughness decals…
@CMPearce I feel like the walltexture is a bit to noisy, I would try to tone done the metaltexture a bit. Also, are you using a skylight or realtime GI? It looks like you are using pointlights only which makes some spots look very dark - I think you could get a lot more out of this with some more focus on lighting :) My…
Comments: @SimonT: Thanks :D @Ghostscape: Hey im not really sure I understand what you mean. Currently the bark texture is at 256x and is being tiled by the MAT editor in udk. :) Concerns: I was messing around with decals to break up the tiling on my textures but for some reason the decal turns the meshes black when I move…
@urgaffel Right when i saw your post, I made the adjustments! Toned down the lens flare in my scene camera and scaled the specified elements like the acid pools and slightly thinned out the ring. I made my distortion ring scale out a little bigger just so it doesn't interfere with the impact ring itself. I wish I was more…
Thx fellas, appreciate it. I drew up a little meme house to illustrate the situation a bit better. This is obviously not the building for the test 😭 TLDR: Option 1 not optimal but uses less UV space compared to option 2 Option 2 uses more UV space for unique decals but I feel like the company wants me to use decals…
@Medvish regarding Your questions: *correct *the textures are neutral and colorized in the shader *correct But It's a bit more complicated :) ATM UE4 does not support texture arrays but that feature developed and currently under review. https://github.com/EpicGames/UnrealEngine/pull/2340 You could do it without the array…
New Progress incoming! I did a ton of decal work and finished off the main tanks, did some studying on the lighting systems and reflection captures and set up correct localized reflections. I also added windows on the ceiling and a sky-sphere with a mars-type sky to allow natural light to be added to the equation... I can…