Here is my dark oak texture which I plan to mask in unreal with an 'exposed' wood grain texture for damage and wear. This will be applied to all wooden assets which I'll model with edited normals.
little update; currently working on a roof for a temple type building so figuring out all the different tile styles that are used. These are the end tiles - I modelled the details in 3ds max to keep it crisp but will add a bit of wear in Zbrush:
@Joopson - aw, thanks @EM. Thank you so much for the plant nerd feedback! :D They are looking pretty uniform atm so I'll get on that and make some variations on all the things you mentioned - thanks for taking the time to crit my stuff :)
Just a quick post to show my master material for wooden assets in my scene in case it helps anyone out there at all. Compression settings for mask textures is set to Masks (no sRGB). Setup 'master material' --> Convert mask texture node to parameter --> Right-click on your master material - Create material instance. Import…
Ref for my new project, I comped in a really interesting door I found for a bit more of a fantasy feel. I've also been looking into architecture to see what different parts are called. There is a series of books by Herbert Press that are really useful: How to read castles How to read buildings They are basically a visual…