So I had about an hour to touch on this again today so thought I'd post a little update on the diffuse for now :) I've messily thrown in some tiling textures I've pre-drawn for areas like the stairs which will require a little TLC later on... C&C Very Welcome :)
At last I'm finish this model. He has got 10900 tris, 2048x2048 diffuse, specular and normal map and small 256x256 dissuse and normal map for chain ( the specular map for chain i make in UDK material editor ) Thanks i did not notice this, so i fill the holes.Render in UDK
I was also unable to get the import to work properly after the patch. All the items import with a black diffuse. I tried to re-import items that worked just fine yesterday and they displayed this issue as well. Loading items exported with the exporter before last nights patch seem to function fine.
you dont have to be sorry when posting awesomeness and yeah the idea of dpadam450 is nice, would be great if u could do that. or a downsized diffuse map would be great, too. i also made a custom m4 and this gun has so many parts, that the uvw map gets quite crowded.
ok thanks... can anyone tell me why my model turns black once I add the normal map using xoliul's shader? and before you say "Add some lights" i did, and it's not even applying the normal or diffuse maps. It just turns the actual mesh black..
DarkMessiah....It seems like if you extrude pieces you could just do a relax uv's and keep edge boundary fixed right? Or you could just break the sides of the extruded box's uv's and put them in a different spot on your diffuse map. Let me know if that makes sense.
im really liking the stylized textures. the three blocks on the left in the concept have been repeated which can make things looks a bit off. Just be sure to change the diffuse on some of your boxes (different scraches/marks ) to add a bit of variation. besides that your on track by the looks off it.
You would need to modify the gloss map of a texture in the normal map alpha. Making it full white to be complete gloss and the similar properties of water. Doing a displacement map and using POM would help as well. For the terrain texture remember to high pass the texture and export as terrain diffuse high-pass.
Thanks man :) no the textures I have on at the moment are just place holders with a colour diffuse and some roughness and metallic settings, I plan on making all of my own textures once the modelling is complete using substance designer. Thanks for the lighting advice i'll make sure to add those improvements :)
Small update,, did a first pass for the diffuse of some textures. Also changed the fem light so that she is properly hanging to the ceiling: Looks like the pattern on the wallpaper is not reading too well,, gonna change the uv so that it uses a tilling texture and I can use a higher res texture.