This is my project based on the Fatekeeper Concept by Art by Daniel Alekow, It was definitely difficult but I'm satisfied with the end result compared to my usual speed, although I didn't make the deadline. I tried to stick more closely to the concept since I'm not great at designing but Its awesome to see the details…
So i've got a few assets on a project rite now that have glass overlapping metal (like a coffee table for example) and i'm trying to figure out if there's a more efficient way of setting up my materials while avoiding sorting issues. Currently what i'm having to do is split the opaque and transparent pieces into sub…
@Paxwort That was good advice about the materials thanks! I had to play around more with the lighting when I started adding materials. I'm finding it challenging to make the metal look not too dark or too bright and shiny. These are the tiling materials and trim sheet that I'm working on in substance painter. I'm using the…
184k tris and 8 materials (4 hull materials, 4 decal materials). All the texture inputs (aside from the manufacturer decals) are greyscale, tinted in the engine with 3 tints per material (masked via pure R, G and B vertex colour). Looking at a 2048 normal map, a 2048 multimap (diffuse-roughness-dirtmap-transparency) and…
How do you keep stuff clean? It's too difficult to get to with a big broom when you have lots of heavy cables, and if there's a smart way of going about it other than cleaning it with a wet cloth constantly, I'm all ears. I was thinking of getting a handheld vacuum for this, the dirt devil scorpion: https://goo.gl/J1SmNB…
generally speaking i use landscape splines with meshes on them and depending on project specs I'll use a dbuffer decal material, virtual texture fiddling or sneakiness to make things blend nicely - what are you doing?
Hey there guys, Our team is developing a title that involves the majority of the game to be the interior of an apartment building. My question is how would you guys go about this? working on a room, or part of a building is generally simple, but because of the scale of this project, I've come up with a few theories of how…
I like that you've gone for a flat floor. Too often you see sci-fi scenes with incredibly detailed floors with bizarre topology that would be a nightmare to walk on. What I'm not particularly feeling are the two thin pillars between each of the larger support columns. They add a lot of distracting clutter to an otherwise…
It looks pretty, but there are tonne of things you could to improve the visual quality of it. Just to echo Vig, the major improvement could come from distinguishing blue from red using the wood and concrete themes that are seen throughout TF2, and that alone could push the map so much. The ground could use a bit of…
I think a hybrid method that's a mix of what @JordanN and @bitinn explained is the way to go, but instead of mesh decals like originally in that Doom 3 effect, I would cut the page around the bounding rectangles of every element (so the decals are part of the page, rather than decals on top) and use different materials on…