Added some decals; posters, garbage on the floor. Posters are all 1950'esque, including a few from Fallout. Spent a few hours working on collisions for some of the meshes and took the grunge down a bit on the bar brass rails. The neon sign now flickers on and off! I've made the floor into tiles as well, now the tiles…
Hi, i have mesh asset made of 2 IDs exported form 3ds max. One material ID is ordinary simple gray material. Second one is translucent material that is way too bright in shadows. Please look at the screenshot. I prefer not to use deffered decals as i would like to add these kind of details a lot more, and i don't think…
Hi Polycount people! Just a quick update, So I added more props like paper lanterns and Aircons, made adjustments on some materials, made a quick glass material for the windows and played a little bit with the lighting and the mood: The scene is missing a lot of props, decals. so the next step is adding a lot of props,…
Adding some more color and variety in the scene. Started to add in the advert signs as well as some decals for some stickers in the Train Car. I'm going with the approach of Modular pieces with custom vert normals and using Tiled textures for the details with a mix of decals. For my references to the materials colors I…
its looking good, BUT, it feels like you are starting to revert on the lighting. its feeling like its getting over washed with green again. just be careful about that. ALSO... your decals have some clipping problems on them. they have an outline of white around them that I'm pretty sure you aren't trying to do. There…
Thanks @Shadowplay Here’s another update on the scene. Added the reinforced walls and also decided to also add in the steel boarded windows. I tested around with the destructible pieces, going to adjust that a bit more. The lighting isn’t final yet. I’m planning to add in more decals and bullet hole decals, but wanted to…
For large surface areas you either want to tile your texture or create it in modular pieces. Or you can mix and match and use decals or material blends for variation. You can create a 1 or 2k map and use it either as a straight tile on a single large piece of geo, or on your modular sections directly. If you create…
@Matroskin, gamedev: Been trying out some different approaches on the wall and solved the problem now. Easiest way to solve it, was to simplify the brushes and it all works now, thanks for the tips =) @nick2730: just like jmiles said, it's just decals. That decal is used a lot and it doesn't even has an opacity mask, it…
[ QUOTE ] more important suggestion: being able to manually edit the "output file" field. I instinctively try to do this a lot. Most of the time just to add numerals at the end of the filename for different versions of output. [/ QUOTE ] Due to the plugin nature of xNormal the user needs to select an input/ouput file + the…
This is a skin I've been working on for over a week now, first batch I uploaded was for the summer variant alone, and a few days ago I uploaded the winter variant too. Still making a few changes here and there, trickiest part is the placement of the red star. The problem is that the default decals almost always take the…