Would it be possible to add a polygon layer attached to the upper eyelid with a transparent shadow texture? (think decal) That way you could animate it with the eyelid. Although it won't be physically accurate, and not remove all of the specular, it would follow the eyelid and maybe sell the effect to some extent?
You haven't seen Spongebob Alkogolik? You haven't lived my friend! I'm also glad to seen the Spongebob Decal making a return. As for the design. Outstanding. Great style and design choices from the face to the feet. I hope you are going to pose him.
I guess this could be generalized for any asymmetrical details on an otherwise symmetrical model. One idea I had was to have two textures and apply the belt as a decal with a shader in the game engine, but then we're talking about a second texture with the same UVs and a lot of empty space.
@Ashervisalis Thanks, man! Update: I created the texture of the shipping container in substance painter and set it up in UE4. I most likely will come back to make some little change or add details with a decal on the shipping container. Any feedback would be much appreciated :)
So here is a video of the ExampleMap.udk this is in game and this issue is really obvious. you can even see the decal on the wall snap in quality as well. I am experiencing the same thing anybody know how to fix this? [ame]http://www.youtube.com/watch?v=Vfj7jRQ6IAk[/ame]
Just another update, we are looking to Artists to Help texture our buildings. We require: -Tileable Textures -Decals -Diffuse, Normal & Spec Maps. If anyone is interested please feel free to contact me: recruit@franticgames.com Experience is required and there is lots of $$$ for the right people.
very nice alot of the ps2/gamecube/xxbox1 era games had this kind of precalculated lighting vertex color + decals and i am really digging the smooth look of it i am a bit sad its going away because i like my FRAMERATE !!!!!!!!
Thatching his facial hair would be a pain but with some crank and grease on this fellow will make him shine. Maybe some reference from the main character in Prey would be a go too. Some decal and emblem on his vest perhaps? Digging the process so far.
Oh my god, really impressive. It's really full of details that brings life to the map. And the light. How do you obtains such lights, and shadows? I tried a long time, in Unreal 3, no results. Do you make shadows with planes, decals? Great work!
Thx fellas, appreciate it. I drew up a little meme house to illustrate the situation a bit better. This is obviously not the building for the test 😭 TLDR: Option 1 not optimal but uses less UV space compared to option 2 Option 2 uses more UV space for unique decals but I feel like the company wants me to use decals…