I have to do such decals for my project. If you want this low poly try and bake the pattern into a normal map in a 1polygon plane, then convert the normal map to an alpha and use it on opacity. If you do it please tell me the result as well. In theory its a decal with some fake depth. Practically I dont know if it will…
You could fake it by using decals (there are some water pools decals in vanilla version of Crysis) and particle effects. You could probabbly hide them/make visible depending on the weather, or even trigger them in an order to simulate the pool getting bigger. Flowgraph is quite powerful as far as I know, but I haven't used…
The texture almost looks like a first pass paint. Definately needs some more contrast and harder lines. The metal could definately use some more love. Maybe do some plates or screws or something. Give it some detail. Maybe some embossing or engravings. DECALS YO! DECALS! Keep it up. -caseyjones
I hate to revive an old post, but I was going through some old bookmarks and I came across something I had when I was looking for decals on my laptop (which I never did). http://www.vinzdecals.com I don't know if they are any good, but they do custom decals for cars (and other things)
I remember seeing a thread about this Must be deferred decals using a edge wear trim sheet, applied to angled decals with 2 faces you put on the edges I imagine this type of workflow must be 10x faster with some sort of script than manual application
I imagine itll be tough where you are - can't be many opportunities. You'll need to up your art a bit to make headway though - I'd say observation is your weak point. It looks like you can make stuff and there's clearly technical ability in your texture work but I don't feel like you've really nailed the feel of any of the…
Download BFS 2500 This update fixes the mirrored geometry binormal issue. The update adds DXT5_NM compression compatibility and also a fast new default technique. Apparently, deriving the binormal via cross product is not robust enough for 3D editing (It's safer to use the model's given binormal). The new technique renders…
Theme 5 [Derelict Facility] "Retrograde" Super-sized old militaristic like tech. Iterating off of myself off of the mine after someone suggested I look at nuclear chimneys I wanted to do a full on variation of the mine but much higher up towards an exit. A mixture of wide open areas and tighter corridors into different…
[FONT=Arial, sans-serif]Obsolete[/FONT] [FONT=Arial, sans-serif] [/FONT]Obsolete would be a map set on a cluster of garbage propelled into a decaying orbit around a cooling sun (hopefully this dim sun could also serve to soften the light on metal reflection). Entirely automated, Obsolete would also probably fall within the…
I think you would benefit from looking more closely at reference, especially for the maple tree. It looks less like something made in speed tree and something made really quickly and cheaply with maya paint effects. If you look at the way Maples grow, they are slightly more gnarled and the bifurication angles they have can…