yes it is, however if it was a normal version unwrapping would be quite easy, but the version i am creating has quite a lot of custom decals and paint work, ok so heres a more completed version i was planing on putting the seam lines where these red lines are drawn, i should of probably of made further progress before…
I think itd be cool to add some decals to the windows and maybe a sign somewhere to give the saloon some life. Right now it just reads as "generic saloon". Adding simple stuff like that would give it a sense of history and make it feel like it belongs to a world as opposed to being just another saloon. Really like the wood…
^^^^^ right. I'll get on that asap. and some decals too, I have used CE3 SDK and know exactly what you are talking about. The water effect your speaking of.... you think I could do it as a particle effect? (the water hitting obstacles?) I have very little experience creating water. Thanks again guys, excellent feedback.
actually for tris on option b it isnt that bad since it has to load fewer models into the memory since they will be reused a lot. and to take care of tiling just make your material really configurable add some vertex painting on some masks that can be adjusted in the material instances and you can also use decals and…
Here's a rough blockout I did tonight in Unity 5 Had a quick look at Unreal 4 earlier and I might look at it again tomorrow with some tutorials, though I may also decide to switch over to Unity. I use it at work anyway and would like to learn how to use decals and some other new features. It is pretty cute.
C is likely achieved with vertex painting of some sort + an alpha masked blend texture. I'm not sure what engine TLOU is on, but there's a little bit of documentation on the Source Engine's implementation of the technique here, for reference. It could have been painted or even ray traced depending on the editor. It could…
@Bunnirobotcat Thanks! I'm working on concepts for the continuation of the level and background now! @PolyHertz Hey, That thread was pretty much the biggest inspiration for this game, I have been waiting to see that game come true, what I'm missing is that amazing way to make the shadows :C I will try to use painted…
I would have to disagree with using motion blur and gaussian blur on textures. they are blurry enough as is. Like pixelmasher said - pixel density is all crazy. If I were u I would upres the floor and the wallz with tileable textures. you can break that up later with decals if need be. Overall you can way up res this…
i'm not sure i understand the ghostbuster image. is that supposed to be a poster? also, on the back wall where you have that big peeling decal, it doesnt make a lot of sense. its like a peeling paint/chipped drywall going across a bunch of painted cinder blocks. they just dont weather that way. edit: wow 3 people posted…
Depends on what game engine this is for and what kind of mapping it supports. Can you use decals? Can you use vertex blending? How close does the player get to the bldgs? Flight sim, racing game, first-person shooter? For a mobile/iPhone/iPad game? For the web? For a console/PC? Some tips here.…