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…
The front door really feels off - primarily its placement but also the size and shape. It appears as though it was shoved into the corner as an afterthought; move it out a bit, make it larger, and look at replacing it with a more appropriate material - preferably a glass design. The stools should be at the main counter;…
Looking ok, maybe reading through this will help http://www.saveloomis.org/headhands/12.htm Has everything you need to know about head and hands "Andrew Loomis was a respected and prolific illustrator and teacher. His instructional books have become some of the most sought after art books in the last decades. Most of his…
Thanks for the feedback. Looking back on the uv layout it seems pointless to give the top portion of the wing separate uv space considering how big it would look on screen. I'll be adding some more details to it and probably fix the uvs since it would allow me sharper decals on the wing. The problem with that is I don't…
wow thank you for the epic reply! Although im fairly new to UDK :( i have taken one small scene into UDK :- Just after i posted this thread i did think about just making a few variations of the plating. I realised that i would have to tile quite alot! So do you think i should have a 2048 for the metal plating then another…