You should add a blend texture to your wall material so the transition between the textures is more interesting. Here's a tutorial for UDK which should also be applicable to UE4: [ame] https://www.youtube.com/watch?v=iS8wLVOJuUA[/ame]
Hy guys! Finally finish my low poly and baked all the maps, here it is with normal map blended and AO. I end up with a total of 12 351 tris, the spiral curled cable took me 9k tris.
I am absolutely sure an employee would require his companies permission and blessing to take the day off to be a guest speaker and train future prospective hires. So yes, I assume you got the wrong end of the stick.
honestly, i have no idea what happened there i tried to replicate it by using different methods to copy geometry that has UVs, but every method i used worked out fine can you upload your blend file ?
Little update, back view of the outfit. The holsters are on his back between his shoulder blades and blend into the jacket like pockets (trimmed with the darker black). Also included the 'sheriffs' badge idea, a white crystal purifying the dark metal.
Thanks guys, its just a simple hand drawn opacity mask, the floor has enough blobby mucky bits that it kind of blends in well enough :) working on the roof sculpts at the moment and considering making some hanging cloth banners.
Seamless Workshop might work for you. I found the blending too soft and artificial, but hey it's free. http://www.redfieldplugins.com/filterSeamlessWorkshop.htm Seamless Texture Generator isn't free but it's affordable ($35 USD) and does a better job http://www.seamlesstexturegenerator.com/
You can kind of see what I mean in that image -- the windows facing the sun are throwing super hot yellowish areas of sunlight across the floor, while the windows in the back are just bleeding the sky color (blue) into the room a bit.
do any one know how to get the color randomness to the floor texture or anyone has a link to a tutorial ? i want to try to do this with titled textures i know this is possibility with alphas and texture blend inside unreal 4
I think shes cool, a better background would help, something subtle in a complementary colour, she just blends into the blue blobs otherwise. Also I think a backlight or fresnel effect would really sell the cold look