Nice progress guys. I will using a realy stylized, mostly hand painted style on this(just diffuse). So I started to paint the tileable's.Its really wip...
Hey, thanks! I'm a complete noob at udk.. but what I do is I put the green channel of the diffuse to specular. Dunno if this is a good practice but it works for me :s
Quick update. Started on my floor diffuse maps. At the minute, I'm using soft shade lighting but the speculars etc will look better when the proper lighting is built.
Update: Redid the lighting from start, fixed some issues with the pipes and the roof. still working on it, but just for update, here it goes and the stair diffuse, http://1.bp.blogspot.com/-c4mdOg-hXyg/UP2NsTj6ScI/AAAAAAAAAY8/YhIJJJBU104/s1600/stairs_color.jpg
Progress: Blockout and a texture made in Photoshop (includes diffuse, normals and specular) My blockout First texture- Not sure about the bottom part of it. Note: Apologies for rubbish lighting on my blockout (I don't know all that much about producing good renders in maya)
@tkfxity It doesn't read as painted brick wall - the grooves between each brick looks like linework, while the overall surface looks like noisy cloth. Try and look for more reference when you're doing your materials - the "noise" should be in the diffuse and specular - preferably not in the normal map (atleast not so much…