This is my first project using UE4 and I haven't used UDK either. I'm a 3d artist looking to get into environment art so at the moment I'm focusing on the visuals and learning everything as I go. So far I have to say I'm blown away by what can be produced in UE4. Goals Understand the modular environment modeling workflow.…
Better but not good enough. You have now places with random noise and places without random noise. I cant see that it is water damage, chipped paint and so on. You have no gravity, the generic scratches are always generic, vertex color doesnt help.
Off to a good start. I think right now the textures are very noisy, and some large scale detail would do your walls some good. Using masks and trying to be technically efficient is fine, just don't let that be a limiting factor in making something look good.
The improvement is stunning from the first overwhelmly noisy stuff, maybe adding some more color difference on the scene could sell the picture more ( but thats up for debate ) What I would personnaly do is adding some decals on places like the pipes or junction boxes to create an extra human factor, altough they have to…
The vertex painting was a nice touch and it has decreased the the noise in your textures. But I thing you have to many scratches and grunge noise in your alpha. It's just making your scene look weird. Also, there seems to be no AO in the scene, the pipes have no shadow when connecting with the wall.
I've add some added vertex paint control for distributing scratches rust and grime. I was hoping to get some more input on how everything looks. I'm still in the process of fine tuning the maps.
I agree with what was said above. This pretty cool, and much better than what you have in your blogspot. Good texture definition won't come from having the details so uniformly spread all around it. There needs to be more contrast like mentioned above, with spots with less wear and spots with more placed well. This is an…