My workflow was: Level blockout --> Max --> Kitbash stuff to get some neat shapes --> End up deleting half of it --> Get level geometry I'm happy with and toss it in engine --> Make tiling textures and chopping the geometry up into smaller seperate meshes as I go. --> Lighting --> Decals, lots of decals, and that's where I…
Hey guys! I am reviving this thread for a question, I hope this is okay. Here is my situation: We have a vehicle that is fully textured and normal mapped.I have created some projectile impacts in zbrush and exported normal and height maps. We are going to map those damage decals in realtime onto the vehicle in a game…
Added some decals; posters, garbage on the floor. Posters are all 1950'esque, including a few from Fallout. Spent a few hours working on collisions for some of the meshes and took the grunge down a bit on the bar brass rails. The neon sign now flickers on and off! I've made the floor into tiles as well, now the tiles…
Not really worth bumping dedicated topic for this scene so I figured I would throw this here for any crits. I know speed comes with time but I feel like this scene is taking longer than it should have. Probably due to lack of good planning. Lesson learned I have a whole list of things I need to do left for this scene. *…
its looking good, BUT, it feels like you are starting to revert on the lighting. its feeling like its getting over washed with green again. just be careful about that. ALSO... your decals have some clipping problems on them. they have an outline of white around them that I'm pretty sure you aren't trying to do. There…
@JamesBrisnehan I untoasted it for ya! Thanks :) OK so I went through and updated a bunch of things, giving more curves and a more toony feel. Spent today doing a lot of (re)texturing. I've created the bench and the ladder, updated the tree bushes, and started working on this mounted mouse for the side of the building.…
Hi Polycount people! Just a quick update, So I added more props like paper lanterns and Aircons, made adjustments on some materials, made a quick glass material for the windows and played a little bit with the lighting and the mood: The scene is missing a lot of props, decals. so the next step is adding a lot of props,…
Thanks @Shadowplay Here’s another update on the scene. Added the reinforced walls and also decided to also add in the steel boarded windows. I tested around with the destructible pieces, going to adjust that a bit more. The lighting isn’t final yet. I’m planning to add in more decals and bullet hole decals, but wanted to…
I don't know of any tutorials, but its pretty simple really. It's just driving material parameters, and turning mesh components on and off. The material on the barrel has a number of parameters for things like color, rust amount, etc. The blueprint has variables which drive those parameters. The stuff like lids is just a…
I think about small tombs around the main tomb entrance (like a concept) and I try to make them using decals with POM. In my opinion, a good result comes out. And that saves me from sculpting extra cliffs modules with tombs.