Are all those overlaying platforms on the same z-depth to avoid weird parallax as the camera shifts? They look fantastic, leaves room for a decal it's so wide. Also, are they casting drop shadows?
Sort of, if the tutorial addresses I mention it could be worth using that technique, but personally I think unreal's deferred decal materials workflow is an easier workflow, so you could look into that.
@leleuxart: Sure, here's my current normal WIP... (downsized by 50%, of course) Another quick update. Added corridors to all other doorways and been playing around with adding decals.
The previous color scheme didn't hit home for me. New color scheme and material update after feedback. Decals, interior and other minor stuffs and I'll call this done soon.
That much stretching is totally fine. Also there isn't really a way to avoid it, other than making the signs as decals, so people just live with the little stretching that noone notices anyways.
I haven't used Unreal much before this project. Getting decals to work properly was WAY more difficult than i had anticipated. A bit of progress. As always feedback appreciated.
Amazing foggy atmosphere and lighting! The new blue fence is great as well. Dirt decals on the white tanks need some refinement but I already love where you are going with this scene.
Here is a late update! I switched to using BSPs for the walls, floors, and ceiling. I figure I can use decals and such to break up the repetitiveness. Thanks a lot for your help!
Did some work on the textures and set up a scene in marm. I still need to go in and finish the zipper and add some decals to the belts. But I'm happy with the results so far.
Thanks Dan! I think it may be down to the lighting which is posing a slight problem right now. As for the grunge that's a good suggestion, but I'm going to play around with some decals too. :)