Alex I'm surprised to hear you say Handplane doesn't take Edit Normals into account when doing the output to Unreal. Epic specifically added support for it to allow better foliage rendering. Normal map accuracy is usually not an issue with foliage since you avoid UV seams in the middle of foliage meshes, and you're not…
Figured I'll update this with some other stuff I have been doing. In substance designer, one graph for making like a rough brick normal from height and other one for making a stylized/handpainted looking diffuse texture from a normal. And been messing around with houdini, did this today for making pistons with hanging…
I know the end result isn't what I declared in the beginning of this thread. It just so happened that another artist I'm working with finished a modular rock piece before me. Here is hers: I basically switched my track to emulate her style to the best of my ability. Due to crunch and the fact that my art director was…
You can actually.. with this button. Then everytime you place the instance it will place with those vertex colors because they are now in your source mesh not the instance. Alternatively you can paint in Max/Maya and preserve it that way. Edit: I didnt realize this was modular, there is no way that I know of to preserve an…
So I have been a little stumped on how to make the large painted details if I break the body apart into a series of tiling bits. I also wasn't sure how to ask the question, or explain my situation. So below will be a picture of a "real" paintjob on the train. How could I replicate this paintjob if I divide it into…
Cheers people glad you like it :D Right now that im fairly happy with the low bakes im starting to detail objects in zbrush. I cant go adding too much unique details as these are modular pieces. Although Im going to use some vertex painting to break things up a bit. Also started throwing things into UDK to see how they…
As I mentioned in my post, the reason why I don't wish to hand paint them in Photoshop is that I have to do this for hundreds of UV's. The game I'm creating has modular parts that put together a spaceship and multiple color ID's per part. It would not be a VERY time consuming process, especially when I'm unable to see the…
Depends what you define as texture artist? - Making tiling textures and modular atlas sets by sculpting/hardsurface 2 texture. Then I'd say Yes, but that's still a minimum requirement of that kind of role. Shader knowledge is usually integrated into this role. - Just making diffuses from other peoples highs & lows. Then…
Is this Unreal 4 you are talking about? You can change the LOD settings for each mesh separately if need to. At least I did that completely in-editor. If it's UDK, you are probably right about changing the *.ini files, but that is always such a hassle with keeping backups and track of changes. Why don't you want to do it…
I agree with the lighting part 100%. The video and preview images don't show any of the hard work you put into the model! If you post more images of you're textuers, people can provide more feedback on those specifically, since on a highly modular asset, textures are what sell it in the end. Did you end up getting your…