More thumping of said horse... Dirt on noise turns into, lost detail. Dirt on vanilla turns into detail seen. Its the same crack "decal" on both textures. (Not exactly true, I had to turn the brightness down for it to even show up on the brick.)
Testing different angles. FoV and lights. Going to make some decals and props to fill out the environment, and re work the center pedestal so that it is hovering in the center of the room above a huge dark pit. Also going to make some proper entrances/exits to the room and some pathways leading up to the pedestal.
My interaction with a senior should be this. Me: Deal with all the props for this level plz Them: All the props are done. I predicted a number of potential issues that could have caused us delays and escalated the issues to the people best qualified to deal with them in a timely fashion. I also helped the more junior…
If your goal is to be a millionaire, and you can get work making $100k a year, you could always live well below your means and invest, and in about a decade you'll be a millionaire. I know this isn't really what you're talking about though!
started to work on fixing the issues you addressed, is this heading in the right direction? im hoping all the decals will break up the boring flat areas of colour but at the moment i just want to try and nail the main materials
So after a decade not working on this I have completed the lpw poly and all the uvs everything is a bit on the dense side of polys but those will be huge in game so I think it might be ok. How does it look?
not that long? First game was released 12 nearly 13 years ago. Anyway, Brink and BF3 is the first games in a decade to get me screaming and slamming my fists into the desk. My ambition outweigh my talent.
Update on a wall texture I made in Substance Designer. I'm going to be using this on most of the upper portions on the walls as the base. Later, I plan on breaking this guy up with some decals. Here are some in engine shots
@Doomathon Yeah I'll give it its own UV space because its opacity masked. It's kind of like a decal though, just a floating plane on the normal mapped gauge area. It has a normal map for the cracks
Updated my script to use Maya API 2.0 instead of Pymel. Now it works instantly - without delay at startup (first usage). UPD: For best experience always keep Automatic set tumble pivot turned on.