Of course it's okay to share! The decals idea is very interesting. I haven't had the chance to work with object space normals before so I don't know much about it, is it the same as baking vertex normals into a texture map?
aye, but it is also allot harder xD I will save that scenario for when I feel more confident in Zbrush :) @ Mark Dygert , yeh, I think I will go with this approach. There is also the option to use decals inside an engine.
I wish I knew what any of this meant! marmoset toolbag? substance graph? Guess I have some googling to do :smiley: The images look amazing. It would be a shame to ruin these with the decals the game will cover them with...
Soon hopefully! We're waiting for final approval from Valve. There was a minor snag and we had to re-submit, and what with the Holidays here it's a little delayed. Sorry I can't give you a more accurate ETA at this time.
this looks sick! awesome job! I might add a little more color variety in the armor pieces but that's just me. Im thinking maybe a decal or symbol of the company that made it would be cool and make it feel more grounded.
I added simple color pass for an objects and basic diffuse texture for walls. There will be a lot of decals on the walls - dirt, old paint etc. Also the light is more atmospheric now, I hope. What do you think?
Almost forgot, this is huge for environment artists, the ability to add decals with a blending mode / transparency. For example, when using alpha cards with grime so that it blends into the wall instead of sticking out like a sore thumb with alpha test.
@Retmia, I couldn't agree more. Our team has been solving polys by hand for over a decade, but always trying to find ways to speed up the process! I agree, we need to find an insider at Autodesk!
really really like the loose shingles, those are oft overlooked. It does come off as very monochrome though, maybe change the wood a bit, and add some thing like decals, or coloured items around th building?
the brick textures on the lighthouse should definitely have been tiling textures. if you go up close to it, the textures will be blurry. even if youre using a 4096. one or two different tiling brick textures and then use a decal for the lettering.