Thanks dude! ive got some more progress ill post up shortly. For the bake, I toyed around with some ideas, but I really want to get dynamic dirt on the vehicle, so as it drives it kicks up dirt and gets damaged and dirty of the course of the cinematic. I decided id go for mid-poly with normal maps. Ive done some test and…
Probably the biggest obstacle I've had since converting to PBR is that I just can never get a good MatLayerBlend_Standard between a metallic material to a non-metallic (for example rust overlay). If I make a simple rust material it blends just fine with any non-metallic surface, but the moment I try to blend it (using…
Great work on it @BillyJackman! Glad to see you stuck with it and put some great details into the walls with the drips and dirt. :) The only thing I'd want to point out for your next project would be to look into ways to make the pipes feel more embedded into the concrete. Particularly the copper ones feel like they're…
This is super cool ! I’m not as experienced with game assets, so I won’t comment on the technical details, and I don't know about the pitch. But maybe it could use a little more "dirt" ? It could be subtle, just some noise effects in the roughness and metallic maps?
Thanks again for the feedback! I defiantly think i need a much stronger contrasting roughness map on the floor, that will really help add extra highlights! I've just finished my main master material so this should really help ensure i can do easy adjustments. This is my master material setup working with Substance Painter…
Could still use some work. -Textures still look clean. World War 1 was a muddy, dirty, drawn out war. You've got a chance to represent that here. -Material definition needs some work. Push the spec in some places, use gloss to full effect so that materials are distinctly different. I feel like your rust (exhaust) doesn't…
I don't know about the automatic generation part, but on texturing I had good results using a three way blend material in ue4 (or microblend in other engines): - one super clean tileable 512px asphalt texture, plus more for burnt rubber or sandy/dirty variations (thess could be even smaller). Each has albedo, normal, etc.…
Computron High-poly, yeah. What I did was to paint it all in Mudbox. I went for a dirty and weary approach, since that resembles a soldier's use of their gun. Polygoblin Yeah... Unwrapping it was killing me, but it's well worth it! Doesn't take too long, but it's boring as hell. Stromberg90 I can assure you it's not a…
How long has it been abandoned? The ceiling texture looks really nice, but right now that floor is reading more as that wall came down a week ago versus quite awhile ago. As in, that floor is pretty clean looking next to the dirt splotches. I might suggest adding a layer of dust ontop of the floor as another layer along…