Hi! What kind of large assets, organic or hard-surface? If I remember correctly, in Unreal tangent basis gets generated only for UV0, which make blending normal maps based on 2 UV sets not applicable by default (search for something like "ue normal map on uv1" and you will find some threads and workarounds). Or just make…
Hi guys as today is the last day, here my work. To put on my Artstation, I will do on the next weeks: * Setup cameras * Modelling Hero Assets * SetDress assets * Decals Pass * Animations cameras * Lighting * More particles like dust * Pos Processing * Cinematic *
Team Pulsar is looking for talented developers to take part in our project Dead Spectrum. We are currently coming out of prototyping with some great mechanics and high hopes for the game. This is a great chance to improve your skills and your portfolio! Description:Dead Spectrum is an upcoming Sci-Fi third-person platform…
Somehow 3d soft devs never understood gamedev which is half of all CG if not more. They basically cut off a half of their potential market share. It took more than decade for Blender too. I recall one of Blender devs asked at blenderartists : "Why you all need this normal editing when Blender does it automatically". I was…
I would say for the sky scrapers a modular approach would be your best bet especially if this would be running real time. As for them looking a little off I think that may be because they are so far apart and there are no medium buildings in between so they look like everything is far apart at the moment. I would try…
Current Progress The columns need something but I'm not sure what... it looks like the wall material is on top of some bricks the column is made out of, in the concept so that is what that is. Most of the dirt and grunge im going to add I wanna do with decals, figured that would be the "cleanest" way to add that. Painted…
Good stuff. Just a note about references from GTA V. They must be (like other massive open world games) using a rendering technique called "Virtual Texturing". This technique (implemented by rendering programmers) allows artists to stamp massive amount of layers/decals on a terrain. Normally its done in the game editor…
Hey thanks Addieo. It is tiled textures, and as for the different walls, it is just extracted mesh with different textures applied, as I was doing this in Marmoset and it doesn't allow for decals (as far as I know). However I'm switching to UDK as we speak and will be doing all or most of the graffiti and other texture…
Hey, this is looking cool. Half the images didnt load for me. (mobile) There is some dirt and water stains your missing, to make it less uniform. You can do this with in the engine, inside the shader, depending on your engine. Decals or do weird things with your textures. I have only really used decals and the shaders in…
Thanks dirigible! I plan on using tiling textures for nearly everything (some parts of the castle may get unique texture space), but using decals for the cracks. I am only modeling out areas of huge damage, like where bricks are actually crumbling/missing. Not exaactly sure what decals are yet, but I'll be researching more…