Can't log in to the engine for some reason now, so exporting my pipes and .tifs has to wait. For now, here are some Marmoset shots. For the pipes, the most efficient way I can come up for color variation is to use the same tiling spec, gloss, diffuse, and detail normal. The diffuse is mostly white so I can adjust the…
Small update for some props. I'm putting off engine work until I get everything done and modeled. I only have two major props left and a couple of small pieces that don't matter too much. Started the main wall, decided to bake down a highpoly so the back panel would have some details. AO in Diffuse and a Normal in Marmoset…
This is a brand new version, rebuilt from scratch. Everything is still WIP. I tried getting a little closer to the concept. Major things left to do are re-add the pipes, fix the glass shader(it's way too plain and unnoticeable), finish water particles, add a water-turbine-thing, and finish lighting. and dat POM…
Thanks Amile! Started working on the material for the air vent. Not happy with how the vent texture came out, but I don't think my final shots will be this focused on it, so I'm letting it slide :\ Does anyone know how one would usually tackle color variation in CryEngine? I know the Diffuse color essentially multiplies…
Not making progress as fast as I'd like. Figuring my way around CryEngine has been more of a challenge and I've been overthinking everything way too much. Finally settled with a panel design, after about 4 or 5 versions. Everything (diffuse, normal, spec/gloss) is 2048 right now, but I'll resize down to 1024). 286 tris I…
I think you're talking about the Diffuse Color option under the Lighting Settings in the material? That was my first idea too, but it affects all areas that are lighter than black. I just want to mask off an area where I can change the color. In my scene, I have a all dark gray pipes. I'd like to mask off the dark gray…