Finished the sculpt and did some texture experiments. Diffuse Map is: base colors + AO (multiply) + NormalGreenChannel (overlay & modified) + some minor tweaks (and copy pasted moon decals^^). I think that's a good start and I will work on from this.
I'd like to know about know-how part of the UE4 shader too. Now UE4 deferred decals have limitations like straight uniform overriding base color/roughness/metalness without blending and lack of metalness support.
Thanks. I absolutely agree with you. Some decals are too bright/saturated, and there's a lot I could add to bring this scene to life and make it believable, tell a story etc. I really like the idea of colored lines on the walls.
I was wondering if it might be possible to do a similar technique to soft particles (using depth difference to fade out) with alpha test instead so a rocks decal fades out to smaller pebbles at the edges. Would be killer on overdraw though.
Thanks for the crits guys. I have a few questions. I'm not sure what you mean here. Can you explain further? How do you make a free floating decal? Are there any tutorials around for that? Thanks again!
Yeah that bottle needs fixing. The caustics were made using an emissive decal. It's funny you asked about billboards because I was thinkibng of using one but they are infact 3D. I would be interested to see an experiment with bilboards though.
What kind of drone did you use? Got any tips for delighting? I generaly think that large objects like this building are better off done in a modular fashion with tileable textures and some decals here and there but this should be interesting.
Progress Update 7: I had play around with the lighting to make it more atmospheric. Also I started to add decals on walls, added some spline cables on the floor and police line to create more story drama into the scene.
@shabba. I like that idea. I was planing on having one of the picture frame be on the ground, that makes it even better. Are you talking about the wall next to the bed or fireplace? Im thinking I would add that detail as a decal on the wall.
Is the decal shape the same from ship to ship? Is the mesh shape different from ship to ship? Then you'll need to do them by hand. No way around that. Or else, you need to model in the shapes when you make the ship parts.