It's better to not always use smooth when normal mapping. Reduce extreme gradients in the normal map to make better shading and less texture compression artifacts. To do this use smoothing groups (3ds Max) or soft/hard edges (Maya) to split the vertex normals. http://wiki.polycount.com/wiki/Texture_Baking When making…
Did you only make the color and normal maps? I agree with everything that grimsonfart said, for this it would probably be bettern to make a unique texture. Do you have any other assets you can put beside it for size reference? If you are really married to the idea of a tiling texture, Philip K has a good tutorial about…
Hey guys! I decided to push my photogrammetry a bit further. I was in Korea about a month and a half ago, and took a lot of scans in small traditional villages. The goal was to separate all the facades into modular pieces to give greater re-usability. This is very much work in progress and needs a lot of cleanup still. I…
I have been working the past couple of days to get this scene ported over to UE4. Unfortunately there is not current way to re-create the foliage shader I made in UDK so I had to put that on the back burner till the next update. I also did a lot of texture tweaking and I still have to populate the scene with some more…
thx for the answer Rogelio, wow how convenient for the artist. :) I wonder there is some rules not to put modular junks in ma files... ( my bad habit when working on Raw files ) but seems like pretty good solution. good job to @d1ver or Andrew :) for making good foliage sim, ( is that u who help that right?) it bend…
thanks for the comments and feedback everyone, I really appreciate it! list of updates: changed the wall metal to brass as ZacD suggested and to match the concept more. completed left dome section single books prop and placement cleaned up and completed 3rd modular wall section (where camera is) with proper UVs/additional…
ok, so I'm still a bit of a noob when it comes to making game ready walls apparently (notice the seams in mine). What's the typical way to do them? Make them modular or tileable or should I make each of the 4 interior walls individual, and split the mesh at each corner? If so, should I make 2 walls per UV map, so that you…
Hello again! I did a whole bunch of "modular" parts, mainly for the ceiling part of the scene (pipes, vets, etc.). Still the blockout phase though, and it's going to be like that for some time. Kinda hesitating to go making materials since I have a really slow machine and Substance Designer crashes and freezes very often.…
The stardestroyer is something I Haven't gotten a whole lot of time to work on, I think I only spent a couple days working on it mostly to play around with the greeble plug in. I really don't get much time when it comes to personal projects like this, When I get the chance to work on this again, I plan to make more modular…
For scale, you always need to start with character height. Default Unreal character height I believe, is 96 units. From there, just make sure your Max units are set the same way. Then start building your modular bits as proxies - simple box shapes - just to get proportions down. You can either import and test those in…