@Amiminoru This is excellent. Thanks for posting. Nice to see ue4 techniques in 3d modeling programs for offline rendering. Any chance u could pls share the material setup for eevee in Blender? @MadsD Pls, is there a way decals can be projected on surfaces like ue4 with osl shaders? Also parrallax mapping?
Kinda' reminds me of the Raven's Nest from gears 3,. Agree w the repetitive feel to it. But overall it looks really solid. I'd maybe put some decals on some walls for break up. Maybe a loose door w a broken hinge. Anyway, solid work. Interested in your workflow.
Hey peeps, have a question about displaying textures: Is it better to have seperate maps that can be selected as seperate links or like this? This object also has a decal so there's 2 sets of textures, was going to seperate everything but I'm not really sure what would be the most fitting. //sorry for the double post//
Gonna have to agree. Fortunately, there is no shortage of reference for breasts on the internet. :poly121: The only other thing I would suggest is the body paint across her collarbone looks a little 'decal-ish'. It doesn't look quite as paintlike as I think you were shooting for, to match the line across the eyes.
Finished it at my friends place, loved it, def getting it myself now! I really really hope Raven go indepth as to how they got bullet wounds on soldiers and ragdolls working in Unreal Engine 3. First devs I've seen who've been able to get decals on actors like that.
Look up "UV Sets" in the help. You basically make a new "UV set" for every section you want on a different map (also useful if you're doing layered textures, decals and such). You can select which UV Set you're working on from the UV Texture Editor window.
I think you can ignore the bumpmap for this, the envmap doesn't react to it anyway. The "sort decal" bi may be a problem, after all that's what I'd expect the impact effects to have, too. Would "sort far" on the outline and no sort option on the box work? What happens if you spawn entities in there?
Thanks for the feedback Ashervisalis, I will try and clean up the surface damage. other than that don't you think adding sharper roughness and discoloration looks repetitive? Usually, I do that sort stuff using decals when implementing this in the environment. I will give it a shot anyway and see how things look. :)
Unfortunately, not the same. It doesn't smear out the edges of the map, instead it makes it like a decal on top of the diffuse color. So it blends with that color instead of with its own edge pixels. :( You can try Mirror instead, but you also need to offset it .5, and I don't remember that working very well.
The no normal map thing is basically normal maps are not a substitute for actual depth, you still need normal maps for lighting to look right on small scale details. You can't slap a decal of a vent made in NDO and call it good (which games don't really get away with as much anymore anyway).