@Tynew Thanks! I don't have the file in front of me but I started with the base wood in Painter, ripped out the layers I didn't like and brought in my own overlays. From there, it was just a blending of Painter's procedural maps and my own. @Stavaas Thank you sir!
good model but your diffuse is a bit too noisy and blobby, keep it a bit tighter with ao and dirt etc to make the scale seem right, then get some sweet lighting on that thing so that the shapes pop out more and it doesnt all just blend into one flat shape.
Seriously nice work Brandon. My only crit here would be to up the contrast on your lighting a bit. As awesome as the details are i cant help but think it's all kind of blending together a bit on the edges. edit: check out the attachment, i just played a little with the levels
I like the drop pod, but I felt really confused with the site, like I didnt even know where to click, might be my eyes, or the text kinda blends in to everything else, the layout feels very noisy to me. "edit" is there a resume? guessing you are going to PSQ?
I love how you guys handled the texture painting for the 4th one, nice and blended without feeling like they had to go overkill with highlights and sharpness. Now go go sims 4 nightlife expansion! Mah sims need to be seated at a restaurant after drivin' their whip ;)
An image would help. How you do this is specific to the situation. Usually, tiled maps are blended together "live" in the game engine, so you can get more re-use. http://wiki.polycount.com/wiki/MultiTexture But it depends on your situation. So some images would help!
what are you guys doing to get the lighting to come diagonally from the top left? are you combining the green channel of the normal map with another one? I'm able to get a similar result but it involves 6 photoshop layers with the red and green channels set to different blending modes.
What Firith said. You might not have enough space between these two spots on your unwrap. If they're too close or your bleed from the bake starts to overlap you might get some noise Its hard to say though without seeing your unwrap.
Morph targets and blend shapes seems to work well. One of the recent UE4 streams had some growing plants. https://www.youtube.com/watch?v=564OYZanl3A&list=UUBobmJyzsJ6Ll7UbfhI4iwQ#t=1013 and at this time as well https://www.youtube.com/watch?v=564OYZanl3A&list=UUBobmJyzsJ6Ll7UbfhI4iwQ#t=1373
Hey that's neat. Did you develop this? Which versions of PS does it support? Fill% is different from Opacity% btw. Fill is helpful when you use Layer Blending effects like Bevel, Stroke, Drop Shadow, etc. since it only affects the layer pixels not the effects.