Hello so im making this model and basically the idea is to have this as a base and have the uvs for this on a tilable texture and use geometry and decals and vertex painting etc to dress it up. My question is, the buidling also has a high poly and i am wondering how to have uvs set up for the tilable texture AND the…
I am not an expert in current Mari. I mostly used its Steam 6 uv tiles limited version. So might be wrong about modern one I only dealt with trial recently. From what I know Mari couldn't use different UV channels. . In Mari you could use UV scale/multiplication feature to make certain layer be tillable from same unique…
@JamesBrisnehan I agree with you about my lighting that it needs more work to capture the mood of the concept. So I went back and adjusted the lighting from your suggestions. I think it looks a lot better now ( I hope? lol). Thanks for your critique, James! @Kaine123 Agreed with you! Thanks for the link. It's pretty cool…
Material variants and even decals are good place to start when thinking about how you could add variation and interest to your wall. I would also suggest considering the story you are going for. What is the large hole/crumble in the wall made from? Cannon fire? Depending on how the wall was made (how thick it is, material,…
Make sure you have the scale of the textures right, currently the gravel in the road is far too large compared to the rest of the scene. (some of those pebbles look bigger than the bricks on the buildings) The painted walk ways on the street should also be either a decal or a single plane with an opacity-masked texture…
Sure. There are two ways for doing it, I'm explaining the easier approach here. Its Basically two linear interpolation chained up using the masks as alpha. I baked the base of the masks from the model, so I won't need to fully paint it. Then I added some details. Like the lines on the blue part, and I added a decal too. So…
Your process was fine. The issue is that it doesn't look that good up close regardless of what you do. Floaties are fine - if you have proper deferred decal shaders they look awesome and it really isn't that expensive. I have issue with using them widely for panel gaps and edge bevels or as detail on props but for isolated…
I've spent some time contemplating what workflow I'm going with for the texturing. Usually I do the classic one, where all materials fit on one map and the mats are usually made in Quixel. All beveled edges are baked down onto a normal map and added to the low poly model. But with the Exsteel weapon I'm gonna let the…
Firstly, I'm going to create high poly modules that match the grid size and then make some bakes to plane. Then create low poly and unwrap things that require unique uvw. After that I'll prepare 3 sets of maps (2048x2048): - main set with tileables (like walls, floors etc.) and other repeated objects; - trims and decals…
On this gen of HMD you're going to blow your texture memory budget real fast if you're using 4k textures everywhere, unless you make them atlases and limit the number of materials used in your scenes drastically. In order to get crisp textures without resorting to this technique I'm just doubling the texel density I would…