Every input helps, thanks man. Im gonna try and nail the floor today and the walls or at least get a good idea of the material. Im just gonna make a 1024x1024 tiling texture for the floor and wall, and lay a detail normal over it for variation maybe some decals. I found a tutorial on how to make a tilable floor look more…
Yeah put some metal beams in, other than the ceiling the concrete texture looks fine, looks odd where the celling meets the walls, and decals can help to brake up the repetition. As for the floor, I don't really know I've never really had any trouble with rendering. What does the floor texture look like on it's own). You…
Yeah, it's looking kinda orange. As far as the size I agree, when I modeled it I was trying to get the proportions right and thought they were good but after seeing it textured, I'm starting to question the size :( . I tweaked the saturation to bring out the reds more, I also scaled up the front logo and tweaked some of…
The scratches on the side are very messy, but I'm absolutely loving the spade decal on the back, it adds a lot of character to the model. As for more technical notes, the facade straps that are texture-only on the sides are a relatively important and noticeable part of the look ~ Why didn't you actually model them in,…
I don't see why not. It all depends on the engine though. For CryEngine, the water volumes automatically project caustics based on some settings you can tweak. For Unreal, you can create a light projector and have it project the animated caustics. You might even be able to place it as a decal in Unreal as well? Not sure on…
Refraction, with little imperfections and bent edges and etc. is a good way to show glass off in UE4. Also set translucency to surface forward shading and enable screenspace reflections for it, should show up nice and bright. Otherwise... I dunno it looks great! Maybe tweak the lighting, add more variation through decals…
Honestly, you should have made a bigger texture that should at least be the height of your wall. Making a texture that you want to tile 3 times in your basic / biggest object is not a great idea.If you make a texture that fits the height of your wall, you can easily apply it to smaller objects as well. It would propably be…
fuck, i'm gonna cancel my pre-order of prototype 2 for PC right now!!... i don't want to see my money wasted like with Ghost Recon Future Soldier. Ubi does not give support and Prototype may be broken for PC like GRFS (it was delayed several times aswell). BTW, i saw this coming. All the game industry is looking pretty…
Actually there are a few (or more) disturbed children doing it too here in Germany, but I guess it isn't as wide spread. But it looks hilariously stupid in my eyes. OT: It is always fun to imagine which of current 'fashion-trends' are going to be the 'duh-that-looks-sooo-stupid' of the next decade, just like stuff you see…
Orb From the "previewhead.cfg" file: # # This example shows using ORB as a previewer, # i.e. to view an existing model with existing # normal map(s) and/or decal map(s) # # import model for viewing ViewModel imports/dericks_head_low.obj # Specify which normal map to use on material 0 SetViewNormalmap 0…