These cammo paterns is an example of the colors , to adjust such in a vehicle tank is not easy , you can't just aply a patern in psd you must see which part goes where and how it can be conected with each part of the vehicle. No1 pattern used basical in Eastern front , in North front , Narva east prussia etc etc , No2 is a…
1) Yes, that's fine. The modeling is simple and clean, and conveys the rounded shapes nicely. A "high poly" model doesn't always need to actually have a lot of polygons, it's the visual result that matters. 2) Multiple objects is fine and it's a common way to add small details like screw heads or things we don't want to…
A. Procedural texturing has pretty limited used, and wouldn't ever be used in a situation where you want a really specific detail or effect. It certainly is not viable to use for an entire game. Some tiling concrete wall textures? Sure, but not as the basis for all the textures in your game. B. Procedural texturing is only…
Remember that you have a free alpha channel in each texture. So you could just put the two AO maps in there. Seeing as your two diffuse textures are really a grunge/noise texture with a color tint you could even go as far as to use a texture with a different with dirt in each channel. Then just multiply each channel with a…
I'll have to thoroughly check out that plugin. Thanks! The effect I'm going for is what you can do at the shader level in any game engine in one line as well as in Substance Designer's pixel processor which functions just like shader code. Essentially, the max equivalent of "tex2D(MyTexture, uvs)" where you can custom…
Heya dude! The stitching is zip-ties that are used to hold the fiber-glass skirting on if it cracks or falls off. Some good examples here ive exaggerated the size of the zipties so they are noticeable/come out in the bake. Its common practice as when you hit something, or clip the bodykit you can just use zipties to fasten…
Could you give me some examples on how you guys over at ND name your textures/materials/etc? Do you use _diffuse for diffuse or do you use just a _D? According to http://udn.epicgames.com/Three/AssetPipeline.html (which is quite specific for UDK I guess) they recommend using asset type in the beginning, for example, SM_…
I think what would really drive home the idea of a destroyed environment is one large focal point of destruction, from which all of the damage emanates. So, for example, instead of having a small hole in the ceiling, knock out a good 10-20% of the stage and set the rest of the damage around the idea of outdoor…
Smoothing and normal issues aside that you might encounter in some engines, long thin triangles like the ones depicted in the first view also take a hard toll on your fill rate as they often have quite poor quad efficiency on the gpu. The modern gpu fills triangle in 2x2 areas on the screen and if too many quads fall…
Not necessarily, the GPU is not specified (it's an R7 260?) nor the PSU, but let's assume you have a good quality one. In this case you could buy a 1150 motherboard (check dimensions to see if it will fit with your case) and a compatible CPU, for example a cheap but capable i5-4590 (I don't know your budget). All the parts…