tiny update :D got rid of the normals on the floor, variations on the decals, ceiling a bit less "white", DOF fixed. later ill post some more images :) cnc's welcome as always :)
-added some props laying around -tried out different textures on some of surfaces -added a grating on the wall and put some pipes behind it -added more decals As usual, feedback is welcome.
Looking real athentic mate. Seems cheap too, with few materials going into it. With that, you can really put a lot into this thing mesh and decal wise. Is the space playable though scale wise?
Thanks for the feedback mate. yes i used substance for this :) i will work with cryengine, so i want to add moos, leaks etc. with decals, so i have less problems with Tiling.
Eric can you layer it with a shader? Make two maps one with the mountains and on with the roads and just have the road height carve slighting into the mountains? Maybe make the roads be like a decal? Alex
i would say instead of 2 2048x2048s i would use a handful of 1024s 512s and 256s Since a lot of this whole scene should just be tileable textures and then adding some decals.
anyone know how to get the top and bottom diffuse working or indeed what it does. I was presuming that you could do decals with this method, but need clarification. what seems to be happening is that if I put a map on the bottom diffuse , it doesn't show up at all
Thanks dude! Yeah I love decals for personal pieces and yep also love atmospheric ligthing haha, played a lot with Half Life 2 back in the day so it had a big influence :')
Hey all, Im Zach and I am currently a student at LCAD working on a project. At this point I am currently finalizing my block out for this asset. I would love any feedback on better ways to tackle certain parts or a cleaner way to accomplish something. I am also working on a trim sheet to add decals further down the road.…