Nice to haves: Group layers into a folder (I'd like to be able to group all my decals). Decal mover (instead of using the x/y - a move tool that allows me to drag the decal across the tile (hold key for rotate). Holding "shift" locks tile to 45's and 90's (similar to zbrush). Hovering mouse cursor over a layer name will…
I would say that it looks really clean, you can use some decals to give it a more realistic look, other than that the yellow lights can bring some warm tone to the scene so increase their brightness a bit. Overall its a good job.
Got a bit more done with this! :) still not completely finished, would like to add some more decals to the floor and dirty it up a bit, maybe some flowers to break up all the green, and I still have to finish decorating the top floor and the surrounding landscape.
Just another update, we are looking to Artists to Help texture our buildings. We require: -Tileable Textures -Decals -Diffuse, Normal & Spec Maps. If anyone is interested please feel free to contact me: recruit@franticgames.com Experience is required and there is lots of $$$ for the right people.
Would it be possible to add a polygon layer attached to the upper eyelid with a transparent shadow texture? (think decal) That way you could animate it with the eyelid. Although it won't be physically accurate, and not remove all of the specular, it would follow the eyelid and maybe sell the effect to some extent?
I've started on building which are part of the wall, no ornament or small details yet as I'm trying to get the general style in the shape first. As for the color it's quite dull at the moment but some texture are just and there is no blendshader, dirt or decal yet. Anyway, images~ some towers : and in the city :
You haven't seen Spongebob Alkogolik? You haven't lived my friend! I'm also glad to seen the Spongebob Decal making a return. As for the design. Outstanding. Great style and design choices from the face to the feet. I hope you are going to pose him.
Thanks DireWolf It's very clean at the moment, due to using modular assets I wanted to avoid having obvious dirt in the texture so that it didn't repeat all over the ship. I'm going to use decals to add more dirt and grime to the walls at a later date.
Upper right corner, that black smear will be a dead give away of a tileable texture once you start using it on your walls etc. I would try to remove it, and for cases like that, use projection decals for grunge detail. Other than that, it's starting to look nice.
Just taking a shot at it, but it looks like cubemap on a alpha decal plane. http://udn.epicgames.com/Three/MaterialsTutorial.html scroll down to Environment Maps to see how to set them up, and then I guess, just plug in your alpha mask in the opacity mask node in the shader