Hey Peris - thanks for an inspiring Unearthly entry! Yes, this is all made with game-specs in mind. I'll post a wire. Lots of decals though. Don't like the color offset? But chromatic abberration is the new lens-flare! ;)
Actually i think that its quite possible to use procedurals on characters aswell. Especially to specify materials, havnt you noticed all the "scaled up" cloth? Or as a bump on skin along with decals for lips, joints etc.
Hey mates! I just practice to create assets with normal decals and weigted normals techniques. So, the result in here and also you can check my artstation. Right in engine I will try use it with more variations and logic. This is just for training https://www.artstation.com/artwork/ybB2z9
Here an update of the scene. I fixed UVs issues, recalibrate colors, added non-textured props and decals. I have the feeling that something is wrong with my stairs and my doors, I will probably try to fix that weird feeling in addition to the remaining tasks on next week! Feel free to share your feedback!
started to work on fixing the issues you addressed, is this heading in the right direction? im hoping all the decals will break up the boring flat areas of colour but at the moment i just want to try and nail the main materials
Update on a wall texture I made in Substance Designer. I'm going to be using this on most of the upper portions on the walls as the base. Later, I plan on breaking this guy up with some decals. Here are some in engine shots
@Doomathon Yeah I'll give it its own UV space because its opacity masked. It's kind of like a decal though, just a floating plane on the normal mapped gauge area. It has a normal map for the cracks
Yeah, the CS GO decal is a bit... forced? But the kinves themselves are very good, specially the stattrak counter, seems a nice alternative to having the number scratched on your knife. I'd take the fourth because of it's unique shape.
Delicious ! I wonder if you could use some kind of blended material in UE in order to leverage both regular UVs (for the normals, and wear and tear) and more of a tiled/projected set of UVs for high resolution decals ...
Thanks guys really appreciate the feedback, brought it into UDK creating shader networks with lerp nodes to mask off certain sections and adding decals from seperate textures... this stuff is finally starting to make sense... lol