Today I was checking up on a thread for new comments since I posted a little video tutorial yesterday and it has completely vanished, the thread was even on the front page yesterday. http://polycount.com/discussion/160770/normals-from-edgeloop-s-script-for-those-lovely-edge-decals
Good job so far. This could be a really great scene. Few suggestions: * Add weathering * A lot of signs & lamps :) * More bicycles (at least two) * A lot of decals * And for the lighting, I think there should be some really dark areas. here are a few images to help you out:
Well crap, I just figured out how to get my decals to work in shadow. I will have to try it when I get home tonight. So I will have one more update. Thanks Tynew, I will change it up and see how it looks. :D
I realized that you have a problem with the mirrored letters on the left side of the tank. Maybe add them as Decals instead of putting them right at the color-map. It will create a fes verts and one map more, but you could still mirror the base UV and get the text right.
[SIZE=+3]SP 1.4.2[/SIZE] Fixes:* [Tool] Crash when using geometry decal with quick mask * Updating project from 1.4.0 to 1.4.1 consume all the computer memory * Old project format import incorrectly * Custom shelves parse the entire hierarchy and duplicate assets
Long time no post (been busy) but after some fiddling around in Photoshop I'm almost done with this beast :) Gonna change the texture on the cannon a bit and add some decals, but other than that it's as good as done :) Now it's on to some environmental probs to fill up the scene a little bit.
Going to start duplicating modular parts to build an actual block, and start adding alternate brick colors, window dressing, etc. Before I do that, posting what I have so far. Pushed the window masks, added some damage decals, created some curtains.
You have some really beautiful work here! My one crit is that you have too many hard transitions from ground to rock, especially on the bigger more horizontal rocks. I would say make some sand decals to lay down and help that transition.
Both. You'll probably use vert paint, being cheap and effective way to blend materials, and probably masks, even if it's just a basic noise and gradient material function to break up vertex paint blending or height lerp from a height imput for example. Also don't forget decals on top of what ever solution you use.
Here is an environment diorama im working on, most things have been modelled by me e.g. the train. A few assets as well as textures &decals are from Megascans library. I need some advice on how I can make it better as a game environment. Feedback would be really appreciated as I'm still trying to improve this scene. Cheers!