All of the grass is instanced from a master foliage material. The grass uses the FuzzyShadingGrass node with vector inputs that I can control with any of the instanced materials to bring up details or reduce them. SSS, albedo, roughness, specularity, etc are all controlled via a similar process. I keep tweaking the values…
It's all painted in PS as a separate graffiti atlas using layers to make it a bit easier to work with. :) I'm a huge graffiti buff. I would've gotten into writing on trains if I didn't have to worry about going to jail for it!
Hey, thanks! :) The next part of this puzzle is the modular railroad truck (or bogie, if you prefer) that will carry all of the railcars being placed into the UE4 environment. Yes, they're getting some graffiti love! https://www.artstation.com/artwork/gOEom
Hi Great work, how are you able to get such high res looking lettering on the textures on close up shots with just 8k for the tank car? No tiling textures? I read the ddo pdf, you exported all the maps to unreal combined in PS as one map each for diffuse, specular, roughness slots. No use of masks, tiling or vertex paint…