@deadsource I'm going to work on three variations of textures going from clean to dirty. The level design is modular so it wouldn't be too hard. Thanks for the tip ;)
yea that ZB tut for the rock face is awesome, done by a guy from weta digital, the technique is pretty simple and easily applicable to some modular rock pieces.
Missed this one. I can see some insane modular usage for this (if it could also work with height maps). I will take a look at it and see what's up with it.
UV mapping, texturing, high poly and/or subdiv modeling, baking, working with modular sets, getting stuff to look correct and good material definition in game engines.
I've been working this week on a vertex painting shader to create some variation on the modular assets in the environment. For more detail on the shader check out the website www.stowawaygame.co.uk
I must say, i'm literally jawstroke by your work. If anything for critic, it would be that some ruins look modularely placed and squarish. Other than that splendid !
This could look realy nice, Ive thought about approaching this concept myself. Have you taken into consideration modularity? How are you going to approach textures?
hey, don't suppose you have any shots of the meshes? (i'm assuming these environments are modular?) I'd love to see how these are environments are put together. thx