Hi there, I did a search on this forum and did not come up with any posts. Just watched some Carmack videos and it appears his new magic is layer as much shit as you want using decals and blends and then the engine bakes this down to a very massive texture and then streams in chunks of the massive texture to the user as…
I've been trying 2.8 release and finding really pleasant compared to previous releases. So I wanted to ask if anybody bakes normal maps right in Blender using round edge shader, decal machine and all that stuff. I remember reading a few years ago that baking in Blender is wonky and not recommended in general.
Here's a weapon I've been working on. If you've played Marathon/Halo games you're probably familiar with the sort of weapon I'm going after. Material wise, I'm going after for a bit of a damaged/aged look but I think I might have overdone it in some ways, and underdone it in others. More decals? Thoughts? (Polycount…
I've been playing through Splatoon this weekend, and I've been trying to figure out how they manage such a huge amount of constant ink coverage. Can't be decals, there's too much of it and it's seamless over curved surfaces. I doubt it's vertex colors, the polycount would be out of control to get that kind of definition.…
Here is a small scene that I created in UE4. It is based off of a digital painting I like that I found on the interwebs (painting by artist Timothy Rodriguez). :poly136: Original painting (by Timothy Rodriguez): My UE4 render: And here a few breakdowns of the scene... diffuse only: (not sure why decals disappear when…
@efwfew16 I think your scene has come out great! I took a short break from the environment and given myself the end of March to finish. Here are some progress images: My next goal is to redo the walls with some better vertex painting and decals.
Thanks Stevston89, I've got some idea's for the skin when I come to work on it. Spent some more time today playing with colour combinations and lighting etc... This current one is sitting better with me. Gonna add wear, decals and all that jazz to :) Feedback welcome.
Not much of an update, but I've got most of the meshes into UDK. Just need some toilets for the far end and some little things here and there. aajohnny suggested that I use a mix of vertex painting and decals for the walls and floor. Going to look into that workflow next and start texturing something.
The pelt mapping looks super slick for setting up additional UV channels. Things like character customizations that require decal textures and whatnot. So you can add differant overlay patterns to your shirts for example, and the UVs will be perfect, without spending hours on them.
ok so you let the engine and decals worry about tiling? for my test i have to stick to max so i will have to emulate this :/ is 512x512 acceptable for the skybox? guess ultimately i'll have to keep guessing till it's exported. good news on the char though ;))