Finally finished the computer wall section. Had some trouble baking certain parts and handplane was not cooperating for some reason so had to do a 2 hour bake on a 4k map in 3ds. Going to do the lights next i think. I can already see this bleeding into June.
The best and most widely used way to do that without additional textures is vertex colors. Super easy, tons of tutorials on the web, recognized by CE3 without any additional setup required, and overall is very useful for other more advanced effects like vegetation bending setup and blend layers.
shutup EQ what do you know ??? Real artists paint every pixels by hand on their normals you fucking hax, stop using shit oh and don't use photoshop, REAL ARTIST USE PAINT and not any of this layers and blending mode malarkey !! you lazy, lazy fuck
So just to let you guys know this wall all done in photoshop no zbrush work done on this one, i wanted to see how much i could get just by using crazybump and ndo2 for normals, i just blended a few textures together for the albedo. Here are the flats
Are you using a composite material or are you using a composite map in the diffuse slot of a standard material? The composite map has layers with blending options just like photoshop and should work if you put your AO layer above your base layer and set it to multiply or something similar.
That necro scythe is the sexiest thing ever! I would totally grab it if I felt I could do it justice but I don't at the moment. The leshrack set is looking awesome but I feel it needs a bit more deviation from the original model as it looks a tad too blended in imo.
I have been working on a new environment recently. This is my current progress with a lighting pass. Feedback is most welcome, thanks. -Currently all mesh lightmap uv's are generated in unreal. -The tile textures are a blend of normal and broken tiles via vertex painting. Final detail painting not 100%
Working on some mocap clips. These have been edited and cleaned up. Just need to do some blending between the idles and then hook them up in Unreal. Going to render them out and show side by side comparison of original data and cleaned up data. https://vimeo.com/236249045
The horizon and ocean don't meet right in this shot. Generally water, just like any other materials, becomes more reflective the sharper the viewing angle. And at the horizon here, with such calm water, the horizon and ocean should be blending into each other fairly well. Instead there's a sharp cutoff that looks weird.
Your best bet here is to use tiling textures, rather than trying to uniquely unwrap each piece - especially for things like walls. You can use smaller bespoke parts to break up repetition, mixed with with maybe something like a vertex colour blended shader and decals.