This work is great :) . I love the axe at the top of page 2. I've got to figure out how to do that sort of diffuse texture style. One thing I will suggest is that you add just a biiiiit more specular to your work? just to add some more contrast and eye candy effect? Love your stuff though :) .
This scene has been done a million times already, and while the dirty grimmy- ness is pretty unique and different, it doesn't really fit with deus ex. you might want to add a lot more reflective and specular surfaces and some more dramatic lighting rather than have small emissive dots filling the air with diffuse light.
You don't mention which modular resources you're looking at. Maybe these will provide some info. http://wiki.polycount.com/wiki/Modular_environments musashidan is right, there's not a difference in workflow for modular meshes in particular. You'll still do all the same modular things, except you're making the textures and…
@Pigart : to be fair, most if not all modern workflows regarding "haindpainted" texturing involve bakes coming from a sculpted model. This is what is being used on Wow, Lol, and pretty much every diffuse-only game with a big amount of content. (Which also goes to show that there is nothing secret about that technique as it…
Fur can mean anything - painted diffuse like in Kingdom Hearts, a real hair and fur rendering solution for pre-rendered CG animation, alpha planes and shells for realtime realistic stuff (Shadow of the Colossus, Starfox NGC) or stylized "clay fur" like in some parts of the animals in Madagascar and Ice Age. You have to…
Yeah kot I think that might be hapenening cause its doing edge padding at render time, but Im not sure. When using dialation it will automatically stop padding once it hits another border. And I was mostly talking about baking vertex colors for the diffuse with my comment. But you could have detail normal overlays or…
Gotta do something about that normal map and spend some more time with it. Looks like you just flattened the diffuse and ran it through crazy bump. If you're not baking from a high poly model and are going to use crazybump, at the very least go through and make the normal maps by material. Also turn down shape recognition…
May I ask how u did that grass diffuse? Did you use some special brush or something? I'd love to hear a breakdown... that would be very nice :) Overall I really like the shapes you're using, but I'd recommend to use some single shingles to place around the roofs to get a little more geometry there.
Yeah those presets are there for you to quickly apply a group of settings to that kind of surface image. So if you need a normal mapped roof tile, you need to create the diffuse, or use an image. With that as your base you apply the roof tile preset to that image and it will create a new normal map for you, based on that…
I'm pretty sure this is caused by the interpolation from vertex to fragment and therefore it's your Input struct you should be looking at. Try sharing uvs for diffuse and normal textures and remove world normal/position if possible. You could also try disabling lightmaps using the "nolightmap" param for your surface…