Thanks for that feedback inside, I thought I'd be posting this update sooner but Summer kept getting in the way. The extra geometry in the roof's looks much better thanks for that suggestion, I've also redone the plaster texture so it is less noisy/contrasty. I haven't got around to making decals yet, I will do a decal…
Thank you. We are always trying to improve quality of our work. We have a lot of different emblems and logos in our game, and special toolset to add those decals on our machines. But, artists are rarely see it in the texturing process - it is more tech-art kind of job. But, if we have historically proven decals from unique…
Amazing read! Thank you so much for it. :) One question though, on the "Some of the pieces used in the level:" there is dirt with the curb corner. Is it a floating polygon with alpha added? I would normally do this kind of things with decals, but sadly I found no way to achieve 100% opacity with them in UE4. IMO, this…
I made a Jerry Can today. We have explosive props in our game, this is a pretty typical example I would say. It is super red with a little rimlight, so it should be super obvious where it is on the screen. I mirror the side so I made the text with small decals instead.(floating polys) Otherwise pretty straight forward. I…
No problem! Sculpts are the best way to get high detailed assets but they take a loooot amount of time. So at the end they are just worth it when you need a statue or high detailed piece (hero prop or whatever). For the rest (things like walls,floor, columns... even broken walls and debris) you can use trim textures…
Looks cool. Have you used two meshes? One for the constant movement and the other with the spiral glow thingy?? Have you used the Oscillator for that and used the "constant moving" setup?? What've you done? I try to make it work, but the glow just disappears on my model. I can't simply create a light-line/beam that follows…
im not sure whats up with my images, but, im not at home so ill have to reupload when i get home. anyways, i was wondering if i can use decals to create cracks in the road and buildings? i would like to set up some vertex paint shaders in UDK, but, to save on some polys in some areas i would like to just use decals if it…
Checkout this post by Kevin Johnstone: http://www.polycount.com/forum/showpost.php?p=1505313 He has that railing texture done a modular way where certain damaged bits correspond to un-damaged bits and can put them together in a bunch of interesting ways. That might be a bit complicated, so an easier method I have seen is…
Cheers man, UDK itself isnt the problem I have used it for a fair few years I guess it's workflow. I am thinking Decals + Vertex blending + Vertex colour information is that not a lot of draw calls? Is there a way to check draw calls? Im thinking perhaps a 1024 atlas map would be best? that way I can add unique geometry..…
That's a pretty good scene. I suppose if you consider it done then disregard the following comments: It could benefit from some dirt/grime decals along the bottom edge of the buildings. The texture tiles on the roofs are a bit obvious, try fix or break them up with more decals. The blue tarp really could use something to…