Ok, so I made a few decals from the same texture, one full and two halves of it, and applied some brightness variation to them. Here's in Maya and also ingame. It's pretty subtle in CE. What do you think?
Yer but since it's a smaller decal it doesn't need the equal amount of loops, you can take some away and it will still stay smooth when compared with the barrel etc you can see all the the cutting edges pretty easily
Look good so far , this shot is realime ? .. i hope that you are using tiling textures for texturing . in this one you have a lot of tiling texture and use decals to add dirts .. ect and modular pieces , i hope this help :)
Hey Dubzski, thanks for the comment. You're totally right about the modularity of it. I plan to make some props like you said and also create some custom decals to break up the pieces and make them unique. Ed
I agree with HP. The textures all kind of blend together. There is a great tutorial on Eat3D done by Simon Fuchs. It's Using Decals in Cryengine 3. Really a great tut on how to make textures more interesting without a lot of work.
In max, planes would be easiest for posters. It will flicker if it exactly matches the wall's face. Just offset it by the tiniest amount and it will be fine. If you are taking the scene into an engine, there might be a better solution. In UDK, I might make it a decal instead of a plane.
Have you tried doing it with a decal? I feel like that would be the quickest and most straight forward way to do it. You would probably get the best results with vertex painting the texture effect to the areas where you need it.
thanks for the comments guys! i really do need add some more variation to the textures, hopefully i will be able to do this with some decals :p they're actually really simple. they are are just loads of rings with a rotating cloud textures on.
Oh wow, this is really one of the most inefficient uv maps i've seen in a long time. Most everything here can be done with tiling textures, a good AO bake on a 2nd uv channel, and some decals for unique damage.
Very nice work ! The cliffs looks indeed beautiful. :) I'm curious about you castle parts, you have some nice details in the diffuse. Is that a mix of vertex painting and big decals/patterns inside the material to break the tile ?