Cool, I always thought about writing a shader like this when I understood this is how the Zbrush materials work. Should make for some pretty cool viewport grabs of highpoly stuff. Thanks for sharing!
Chee, this is crap. :p Marmo really makes the stuff look nice. I need to get around and do some of mine too. You should post all your gorgeous highpoly stuff too!
Do a highpoly rock and render (you propably need some plugin that can render from mesh to mesh) your texture out of it. I think it would be 10x faster than painting this kind of bugger.
i think rorschach wrote a sortof little tute on this in the highpoly sci fi beam thingie thread about how mirroring works best in UE3, the 3/4ths mirroring and what not, or however he called it.
Knees fixed, new uvs are underway hopefully. They won't be as much as a pain in the ass the last time. Also, i've started work on the highpoly mesh, and yeah i'm gonna try to normal map this sucker also
*Move my ass and make some sport (some what?) *Improve my 3d highpoly modeling/texturing/rendering skill *Finish my short film project *Put my new portfolio online
Still making progress on this environment and will be trying to put more time into it to wrap it up soon! Currently wrapping up the tree stumps highpoly sculpt. I'll work on the lowpoly and substance painter textures shortly after!
If you have Zbrush I'd reccomend going over the highpoly and doing a damage pass. That way you can help make some of those hard beveled edges look a little bit more natural.
I'd take another pass at your low poly and really just try and clean all of that up. It's way too messy and could cause some lighting issues. But your highpoly is looking really neat!
Yes that would be optimal. But in a lot of cases you end up with a lumpy mesh cause the artists start to create meshes with an even quad distribution. Sometimes its better to remodel the object by hand with the highpoly as ref.