A trimsheet can be as complex as you want it to be. You could use a tiling default concrete texture on UV set 1 und have wear or other things for Edges on UV set 2. Or use decals to do that.
@WhiteEagle - Thanks, the textures are 90% photo sourced, with many different layers. There's some painting involved but it's mostly just to clean up the textures used. @Chris - Cheers, yeah good idea about weathering the rock levels, sometimes you forget the more subtle details when dealing with the whole picture. I'll…
Thanks :) I can't test on mobile but i think it should work, the polycount is not that high and multiple models have LOD. I do use Atlas yes, the entire scene use 3 atlases, there is a separate material for floor as it was suppose to be usable for terrain. Everything was done in Substance Designer so there is a few…
Okay, I've made a shader in ShaderFX and now 3DS Max can do what I wanted. Download the shader here: http://www.filedropper.com/3dmaxvertexcolor-shaderfx Here is what I see in 3DS Max: And here is what Unity3D shows with the shader I've talked about in my previous post: So everything is okay somehow. Two Important…
Like what's been said before, that decal on the right side always sucks my eyes right into it;, I don't think that's what you're intending as your focal point though. I think it's because the decal is at such a high contrast to everything around it, and because we recognize the letter "A" in it, so of course our natural…
@Shuaws I am curious how other users are going to built it too. considering CIG made this environment very poly heavy and used tileable textures that is probably how I am going to approach it. I noticed they do stuff like make individual panels for the wall sections which have chamfered edges on the LP :| I would typically…
PogoP, that's looking pretty nice. Even if you are only using 1x128 you still have a lot of space available. As Baddcog says, the main thing that jumps out is the pixellation on the landing pad decal. If you know what the colour the decal is going to be used against, you can still include aliased edges with your decal,…
Looking good NAIMA. I think your range of greens is slightly too narrow, try introducing some more yellow into the palm leaves and maybe desaturate them just a tiny bit. A dead palm branch or two on the ground as well as a few still hanging from the trees themselves might help. Fallen coconuts, driftwood, and bits of…
Hmm, ok, couple more questions... 1) Just say I was doing a lightmap for the purpose of the engine, does my original theory still make sense that it's ok to overlap/flip uv's? 2) So just for portfolio reasons I want to have some sort of detail map. So for (a made up) example, I have 4 wheels. I had a small texture budget…