If you're asking how to achieve variation from piece to piece, that's where you'll have to use either decals, or simply use instances of the same geom. You should also think about vertex blending in UDK in order to really get custom looking sections.
So i was able to spend some more hours on this, all the modeling and texturing has been done. The things which are left are vertex painting puddles on ground, adding decals and post processing.Feel free to suggest overall improvements and a good website for decals and graffiti. Thanks. .
Hi, the issue comes from the snapping, you have the snap to vertex enabled (see the magnet icon on top of your 3DView). De-activating it should solve the issue. Welcome to Blender btw, switching modeling app is always kind of frustating, key is patience and documentation :)
If you have the glass working you are most of the way there. For the internal cracks use a parallax offset to make them feel embedded under the surface. I like to use a vertex blend or some sort of mask to go between frosted over and see through areas
I find the mirror clipping works best in vertex mode. Make sure your origin is at 0,0,0. Just a general note, use snapping set to faces and closest then Project individual elements in combination with shrinkwrap. Go to vid for the setup: https://www.youtube.com/watch?v=CuQzPDs99yM
I created a few of the textures myself, the Windows,Rust and Moss are mine, the others are from Substance Share and Substance source and Quixel Suite and I used vertex blending to combine a few to break it up. I created my procedural textures in Substance Designer and Alchemist.
So I finally got some free time to work on this, I started out with the biggest prop in terms of size, the main fan. I'm also going to have the fans spin, and I added a slight vertex shader to the cloth to make it move a bit in the wind.
I added some decals for water stains and grime. I went back and re-did the vertex coloring. I used it to add variety to the pottery and change the color of the stone for the chests. I finished the chests and pottery. Changed the lighting a bit more. Detail lighting:
It's more of the opposite action of triangulate rather than "take this nsided face and fix it" kind of thing. Like if you import a triangulated mesh from a game engine, you would use quadrangulate. But even then it's a slave to vertex order and it can quad things the wrong way.
I would recomend you looking into the addon "modifier list" https://blenderartists.org/t/modifier-list-1-3-1-improved-lattice-other-stuff/1147752 It allows you to add the modifier with a gizmo on the vertex you have selected much more easily