Your entire site is down The wall texture you described there can be fixed 2 ways. - Paint over the areas in the texture that are WAY too repetetive, and belnd them together to make them less noticable. - Or use decal maps. Not all engines support them, but they are support in all hardware. Decal maps are things like…
Hello all! I'm making a classic concert hall, based on "The White Hall" of the Saint-Petersburg Polytech University, commisioned by one of the Departments. When it's done, I'm considering to upload it on UE Marketplace. Right now, I'm making everything in Maya only, and starting to make bakes in xNormal. Blockout: Hi-poly…
Hi Guys, So I have started to play around with quixels mixer. Tested it out with a roadside environment I planning to make. I downloaded a few different things from the megascans library. Road surface, pothole decals, painted lines and a few other things you would see on a road. The problem I'm having is that mixer is not…
Thanks! Unfortunately, I have a few issues with those textures. Specifically: - Those textures do are not sampled properly at all if my shader has no decal:add or decal:blend - I get a completely random surface texture within _CameraGBufferTexture0 and others if I attempt to read it from an ordinary opaque shader. -…
Thanks for the tips man! I'm still trying to figure out the negative lights, but today I finally went through the Crytek page on decals and I realized that you can actually project a decal onto your geometry. Doh! This inspired me to dive in today and redo a lot of this thing: * Removed old concrete texture and added a new…
Hi been away for a while and thought it was time to start my next project. I am going to create a corridor based on Star Citizen Concept art attempting to use the decal workflow with tiling textures. Just the advanced greybox to show so far. Took extra time getting the shapes and modularity correct at this point to prevent…
It looking pretty cool so far. Ideas / thoughts: - Skylight is killing your materials quite a bit. Spec looks non-existent, normals don't pop, etc. Kill the skylight, use your dominant directional and lightmass for GI. Fog doesnt help here either. Fog tends to flatten out elements. Use the start distance, color (more…
To preserve resolution of the alpha and don't fight for texture resolution with the main model, I also make some decals and apply them with geo. The full list of floaters, this time im using them as geo but i will be baking them down to a trim sheet, would be faster to apply than this.
Its actually rather easy to add a little detail. Think of stickers or decals. you can make the same thing in 3D. all you have to do is take a couple plans of different sizes and make a tpage with any number of different decals you want. In photoshop, create the type of grunge/dirt maps you want with the respectful alpha,…