Hey Guys, after searching around, i decided to make a modular scifi environment. (in UDK) I recently watching some Tutorials and want to create a good start/workflow.. I think that ndo2 will push it alot, here some results. I have only a a issue that my "planes" look so flat, maybe its better to model a highpoly out and…
creating a highpoly and baking it will give you better results, im assuming you have used the nvidia normal map plugin? That tutorial you watched did it mention anything about using modular textures and procedural textures in the same environment? Ive started a new scene as well and want to get a decent work flow going also
Yeah thats the tutorial : http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html its the good "old" highpoly way.. thought there is a way with ndo in combination of maya and udk
yeah i get i know, thanks to the tutorial.. (rebuild the wall with ndo) some areas just "flat" .. ndo semms to be good for these kind of areas, for other things i have to bake, am i right ? //edit: damn nodo ist fast.. I will make a blockout soon, first i wanna have a rough workflow for tileable scifi stuff..
bold cavity map is bold. i believe cavity maps should be used as a spice rather than being main source of grit. the reason for this is that they're simply too sterile and regular to look convincing on their own. so just mix that with brush work to make texture feel more natural. is the texture supposed to be metal? if yes…