Im curious to how you're making some of the architecture. Are you using static meshes or BSP? If you're using static meshes is a lot of it modular, or is a lot of it unique?
@deadsource I'm going to work on three variations of textures going from clean to dirty. The level design is modular so it wouldn't be too hard. Thanks for the tip ;)
yea that ZB tut for the rock face is awesome, done by a guy from weta digital, the technique is pretty simple and easily applicable to some modular rock pieces.
Missed this one. I can see some insane modular usage for this (if it could also work with height maps). I will take a look at it and see what's up with it.
UV mapping, texturing, high poly and/or subdiv modeling, baking, working with modular sets, getting stuff to look correct and good material definition in game engines.
I've been working this week on a vertex painting shader to create some variation on the modular assets in the environment. For more detail on the shader check out the website www.stowawaygame.co.uk
I must say, i'm literally jawstroke by your work. If anything for critic, it would be that some ruins look modularely placed and squarish. Other than that splendid !
This could look realy nice, Ive thought about approaching this concept myself. Have you taken into consideration modularity? How are you going to approach textures?