We have a lot of resources here on our wiki, which might help you with this project. * http://wiki.polycount.com/wiki/Modular_environments * http://wiki.polycount.com/wiki/Texture_atlas * http://wiki.polycount.com/wiki/ChannelPacking * http://wiki.polycount.com/wiki/MultiTexture
Most bakers should support transparency maps today. The ones I know definitely support it are Knald, Marmoset Toolbag 3, and Substance Designer. xNormal will allow you to report a color when a ray misses, so maybe that could work if you set it to return black. This is a pretty solid overview of how geometry and the…
Some links to help you understand the process. http://wiki.polycount.com/wiki/EnvironmentSculpting http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/ModelingRubbleIntoAPath
Hey wakkamis! I agree that it sticks out too much but I like it because I feel it gives the eye a nice smooth break from the detail of the other parts. The rooftile geometry took quite awhile but it was a tileable square placed modularly until it reached an end point and then I individually moved he vertices to match the…
Bounding box is an enclosed box, so by preventing you from walking through it, it is doing exactly what it's supposed to do. From what I understand, you're trying to import the whole house as one into UDK? Use UCX instead of a bounding box for that purpose. Since you want to walk inside it, I'd assume this is planned to be…
Then unheard of bloat, bugs and breaks would ensue. Be interesting if they did it modularly. Just install as you need without the hassle of un-needed bloat.
Lighting is definitevly better, but there's something about it that makes your scene look like a cheap 3ds max render. It would be great if you could show your lighting setup in more detail; that will make it easier to give you decent tips. Personally, I would probably skip the overcast look altogether. I find it extremely…
Hey Brad, off to a good start. Continuing what we talked about last night: First and foremost, check your reference regarding roof structures. If you can show me a single perfectly flat roof amongst all of those shit-houses, i'll buy you a coke. It is a very temperate area, and rain and runoff would constantly be an issue.…
Don't bake your building texture from an existing model. You should use tiling textures. If you want to pack multiple textures into one sheet, you need to create the sheet manually. We have tips here http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/Texture_atlas
Maybe check that. https://www.artstation.com/artwork/ONreJ?utm_source=launcher&utm_medium=chromium&utm_term=spotlight&utm_content=ModularIndustrialEnv&utm_campaign=communitytab\ Subject is rather different but there might be some elements of answer in there.