Hey everybody, So I'm doing a little personal project in my spare time to gauge the costs of different assets using a tier based system. For this one I'm making the Sydney Opera House. It's pretty early in the blockout phase, but it's never too early to get some tips, crits, and advice for tackling challenges I'll most…
I am using a metalness workflow. Sorry for not disclosing that to begin with. I also based my luminance off of some of the metal textures that come with the basic content in Unreal to make sure I was as in line as much as possible with Unreals PBR system while still getting some different detail effects. Also this is a…