walknTalknMonkey, thanks man. Yes, i did use mostly photos as my source because these are mainly generic and realistic surfaces so that was the fastest way, not the worst one either i hope :) At work i mostly do painted textures because the games are mainly cartoonish so i need a break, lol. As promised, here i got some…
Awesome info so far I'm going to be making a fair share of buildings in UE3 over the next couple of months so this is great info. One question, do you import the modular parts into UE3 and snap the building together in the editor or would you export it out of max as a buiding?
Off to a good start. You could desaturated the brick texture a bit and add some dirt/water stain, and painted brick section overlays to help age everything a bit. Right now they're looking pretty clean and new. I'm pretty sure the pipes going from one building to the next are just blocked in, but don't forget they normally…
Filbot, thanks. I am taking soon my plane lol, but i'll post more texture related images as soon as i'm back from vacations. but basically, there several tiled textures that are mixed trough vertex color and image mask, plus brightness tweaks in Unreal Editor. Shepiero, thanks, I agree about spec on windows and more props.…
thanks 4 feedbacks! I agree, Vig, regarding splitting into many peices cause this saves memory and many ohter things. In my current case I just want to concentrate on visual look, so i dont think as if this would be a part of a giant level, but just this piece, and so I cheat a bit ;) For example, since each building is…
thanks, happy to see that it was informative enough :) Saidin311 -- u r right, in general it is a skylight plus 1 main directional light (for the sun) and a couple of secondary directional lights to make a sort of bounced and reflected rays. Anyways, I am changing the lighting theme right now so it won't be the same but…