I agree with ashervisalis, but also google mesh decals and edge decals. Edge decals is a tehnique where you add wear and other stuff to the edges of big meshes like buildings. Mesh decals is what is called inside UE4.
Thanks for the feedback Ashervisalis. This was actually the method I had used for these assets to begin with but wasn't getting good enough results. That being said, I hadn't applied any vertex painting or decals, so I will explore it again today!
Hey, I think you need to be using tiling materials in engine for meshes this large. Texturing them inside Substance Painter, I can see your pixels, as well as baking areas (white highlights in the inner corners of your mesh). For damage, use vertex painting, decals, and damage meshes.
Hey again everyone! I've added some stuff to this project over the past few weeks. Primarily been working alot with Trim sheets and modular assets to set up a good base for efficiently producing the larger assets I need as well as squeezing out more polys, minimizing on draw calls. These trims are basically using the same…
Hello everyone! I've been working on this project a bit more recently. As per usual, I'm just looking to get some feedback. So, to begin with, I made some hero assets to be used at the main gates, kinda hailing the player into the tomb. The original concept included the anubis/dog statues as the primary assets here,…