You would save a TON of time and texture memory by using a tiling trim texture for that railing! Really, for simple stuff like that it's waaay overkill to make a hipoly and bake, just to get beveled edges. Even if you don't want to use trim sheets you can still make the same normal map super easily and fast with nDo. Leave…
Ah, I hit this in maya too. I've never had the 'baked range' thing work out...never had the patience to figure it out, so I just save each anim to its own file and trim it down. Having anims all separated out like that is a pretty common workflow as it is. You can also trim within UDK by srolling to the timeline and…
I've changed the way I build the roofing so i don't get that weird wooden trim all around it (It made coloring the roof look awkward). Added a base Trim as well as a door texture. Next objective is to make better wall surfaces and figure out a cool chimney design. I also wanted to make the roofing blue, but it instantly…
First off: Cool scene to work on.. DA + Awakenings were great! It's very early work but I'll list everything that comes to mind right now, some of these you will probably have seen yourself already. -If you're going to make static flags then model in a slight bend or crookedness because perfectly flat banners look too…
( @[HP] )Getting textures and materials tuned and looking right has been a challenge. I'd love to blame it on the engine and say "Unreal must just work differently from the Overwatch engine" but that's a huge cop-out and I don't actually believe it besides. That said, Unreal IS super happy to just take metals and chrome…
Hi! I think it's a cool location :+1: I recommend taking a step back from 3d and break the reference down, identifying what's important/ location-defining. Including such preparation steps in your thread (and portfolio), you can communicate your thought-proccess to the viewer. Had a quick go at it: I think this doesn't…
I have a quick question/ need help. I have an object that is using a tiling texture it is a failry larg piece. Now I want to be able to add normal detail to the trim all around it. The problem is I have the edge trim pieces which are fairly large to broken up and outside the 0:1 UV space. These pieces are also slightly…
A little bit of both:) the first uv channel was used to layout the trim edges, while the second channel was used for the tiling texture. The material itself had a mask that blended the two together in the color, roughness and metalness. Only normal information was coming from the trim sheet since there's an…
Really nice work on this, especially the carpets! One thing that's standing out to me is the wall and trim materials. They seem to be kind of flat, and could probably use a small amount of variance in the roughness map. Also, you can see in the photo reference that the trim is a bit more glossy than the wall in real life.…