Hey Josh, here's what I might do. I put the grime onto the edges of the tiles, and removed the sharp highlights (the spec map should do that part usually). I might have done more if I had the normal map to work from...
Looks alright, I did use a Lenovo (not the same model) for a while, it's build quality was surprisingly good and performance was decent - it was the Yoga 13 (top spec.) was a bit out of your price range at the time, but that was a year or more ago so it might have dropped since
Yup you need to be very aware of your specs. Texture size, polygon count ... This is what will drive the level of detail of your object. It would be even better to have an idea the amount of pixels/feet or meters you are shooting for. Comparing with UT3 vehicles is a good idea!
now that I know how it's done, I thought i'd show a couple of tiling textures I made in photoshop and mudbox. I applied the normal and spec maps to the "reflected chrome" material and tried out a few of the lighting presets to see how it might look...
Your ingame pic and render look like completely different items. I'd suggest you try to make your ingame look like your render. Go for bigger details and work on the material some more, maybe tilt it a bit to give more spec.
You are right I just noticed that their textures are clean and that they get most of the look from normal and spec maps.So this is going to be easy job to fix.Tomorrow I will do level blockout and try to get something decent to show.Hopefully Joes critique will get me on right track.
What's the price range for a display like that? I've been looking for a solution for a single display that can match my 3 monitor setup. Basically 1 vertical and 2 horizontal monitors that form a huge square display. IPS? The viewing angles are quite poor in the specs.
Thanks I will try that. In the mean time literally two seconds after posting this I have figured out the spec map problem. Didn't plug it into the environment map as well and was needing to do that. Now it is just the import problem which I will face again with the helmet...
whats meant by this is whats your target platform ? (mobile ? console ? pc ? if pc, whats the lowest spec you want it to run?) how important is the asset ? will you ever see it close up, or is it a background object ? how many assets are on screen at the same time ? etc..
Thought I'd post an update. Been getting the assets into UE4 and still texturing and playing with the materials. Is pretty low spec - Think I might have to bite the bullet and Re-UV some walls. Any tips or advance appreciated. X3 2048px Material Sets.