I covered a bit of it in the breakdown: https://80.lv/articles/building-florida-wilderness-in-unreal-4/ The graffiti is on a decal atlas. I've got the UVs parameterized so I can adjust them on an XY grid to match the size of each decal on the sheet. It's then just a matter of placing the decal in the editor. Any text with…
@sacboi I'm currently working on getting some decal sheets together for the miniatures. Right now, mainly general stuff. Vehicle identifiers, "No Step" , stuff like that. Of course, I'd like to take a humorous angle on some of these. Do you recall the types of stenciled markings you'd see on the vehicles? Here's the…
@RedLehari Couple things come to mind based on the gifs you showed. The first one is to be expected, the depth of the POM is a bit extreme, to compensate you'd need to add more steps. Alternatively, the second gif is actually a work around, by using TAA you can dither the results which allows you to use less steps.…
The final texture is the door, the scratches are from when it slides in and out. I agree about the dirt and decay. I'll make up some decals to add some more unique detail. I'll tackle the third point next, I still need to make a set of modular pipes and wires. I'll make some alternate wall modules with missing panels.
morning, ok bit of an update, been playing with the decails and haven't quiet got the hang of it but am getting there. i was using strips of tire marks for the straights and corners, but found that i needed lots of polys on the corner peices to prevent warping, so i have created a seperate decal for the corners. Some thing…
Occasionally, while trying to deal with subD smoothing errors, I'll find that the cause is the presence of an infinitely thin quad or n-gon sitting in between verts that lie on top of one another in space, making it look like there's no intervening poly at all. Here's an example. I pulled apart the edges of this really…
+ Improved lighting and composition + Glass shader and texture for the showcase + Broken windows + Lowered the height of street lights + Pushed the buildings to the sides to create some space and release the tension from being too close to the main building. This also created two alleyways where I will add a fence and some…
Hello. This is my first post. I would like to show my first environment project that I am building for my portfolio. I am using Modo 12, zBrush, Substance Painter, Substance Designer and Unreal 4 with GPU Lightmass to build this project. I absolutely love hotrodding and motorcyling. Where 3d is concerned, I aspire to be a…
Shep: Thanks man, good advice. (I was prob overthinking it) What I'm going to try first when I get to the graf stage is just overlaying the diffuse overtop, inheriting the only the bricks' normal information. I'm pretty familiar with using floating decal geo, so if it comes to that, I should be ok. One thing I did find was…
Hi, I'm trying to use the deferred decals in Unreal. I created a decal sheet and now I need to have two materials for it. One for the Normal Decal and another for the Color Rough Decal. Unreal doesn't like it if I split up the mesh that the decals go on, so one plane for the Normal and one for the Col. The best I can come…