Just a remark on your UV's: You tried to do it like you would for characters or more organic stuff, keeping everything together with as little seams as possible and some smaller distortion all over, plus your shells aren't aligned straight with the edges of the textures. For cars I never do that, since you'll have trouble…
well i work at a sign company right now, so at least once every month or so, someone's car gets tagged. usually with phallic decals... shocker symbols... in obscure places so they don't see them when they get into their vehicle and they end up driving all over town with a big floppy penis on the passenger side of their car…
I believe it is done on purpose, those are meant to serve as a base to put tree geometry on top in something like Speedtree, Max, or Maya. It's so that you have a very nice photoreal base where the player is and then a less dense canopy that you build on top of that. They do have some of the smaller trunks that are stumps…
Take a screenshot, do a paint-over in photoshop to get a feel for where you want unique details showing up, and then use that paint-over as a guide for figuring out the texturing techniques you'll use and the decals you'll make. Echoing the other comments, definitely chop it up into smaller/pseudo-modular UV unwrapped…
Thanks guys. @ZacD Ill show off the materials when I finish. The stitches aren't modeled in, since I'm trying to use low size input maps I would need a 2k or larger to make the stitches show up. Instead, those are a strip of tiling stitches, on their own geo, used as defered decals in UE4, similar to how they do things in…
PhoenixWolf: Haha yeah. My motivation is fueled by fear ;) Here are some decal passes. I'm not crazy about the top decal by the fuel cell, so i'll probably think of a better design for it. I also just realized cell is spelled with two L's, not one 0_0 I'll fix that tomorrow hah. Also did a quick concept for some crates!…
thanks guys, this image should help with the look i was going for. But i do like the idea of putting in some decals on the edges to get some slight damage in some areas. -sltrOlsson, thanks that paper is great, lot of good info there. Yeah the main relief is a little mushy. i tried the using multiple maps on a plane in…
Havent had too much time to work on it this weekend. But I added a functional gui for the health bar and exp bar. Also made the ship change shader so its visible the occluded by other objects in the environment. Plus more work on the space platform. Textured the middle section, added some props and decals to the scene.…
@MmAaXx : We separate the track surface from the terrain. The track uses two materials which are blended by vertex. These materials have high-mid-frequency information in them. Tiling on these mats is very poor (intentionally), why we need two mats to break the tiling. On the terrain we use 3-4 materials which are…
the biggest problem i see here is the UV layout. in this case, you only need 3 long sides and 1 short side on the texture page. in the unwrap, take the long side on the very top, move it over to the same spot as the bottom one. select everything and scale up uniformly and refit the texture to match the new UV layout. for a…