A couple of updates here based on the feedback. I reduced the sharpness. Also, it's quite subtle but I removed the dirt layer and added a ground dirt mask for the bottom part of the dumpster body. I also used an anchor to subtract the scratches from the decal and the dirt layers.
Looking awesome, try some more highlights to make things pop :) Maybe add a decal mesh around the buildings to make them look grounded would be cool. Also will these be viewed up close? if not, the panel spacing from a distance may become too noisy.
Thanks for posting this, can't wait to give it a try I love your first example can I ask how you went about using the tiling material with your trim sheet, did you utilise a second UV Channel or the mesh decal feature?
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.
@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]
Sure: Its all terrain layers, nothing special. Just POM enabled. No decals yet. In 9h Im back from work, so I'll make texture samples, so you will be able to see what textures Im using. Check thread tommorow.
Almost there. The base vector illustration is completed. Now to polish up with some paint scheme/decals overlaid. Have to pay special attention to this part of the illustration as I don't want to infringe by reproducing real world logos, etc. They will all have to be alternate or modified versions.
Got a bit more done with this! :) still not completely finished, would like to add some more decals to the floor and dirty it up a bit, maybe some flowers to break up all the green, and I still have to finish decorating the top floor and the surrounding landscape.
Just taking a shot at it, but it looks like cubemap on a alpha decal plane. http://udn.epicgames.com/Three/MaterialsTutorial.html scroll down to Environment Maps to see how to set them up, and then I guess, just plug in your alpha mask in the opacity mask node in the shader