@Medvish regarding Your questions: *correct *the textures are neutral and colorized in the shader *correct But It's a bit more complicated :) ATM UE4 does not support texture arrays but that feature developed and currently under review. https://github.com/EpicGames/UnrealEngine/pull/2340 You could do it without the array…
New Progress incoming! I did a ton of decal work and finished off the main tanks, did some studying on the lighting systems and reflection captures and set up correct localized reflections. I also added windows on the ceiling and a sky-sphere with a mars-type sky to allow natural light to be added to the equation... I can…
Quick update: The bike is now rigged and in engine. Tweaked the smoothing groups a bit. Front Back The windscreen looks weird at the min, and that due to the AO that I'm using (its uneditted, and the windscreen didnt AO correctly), but the windscreen is on another material id so wont even use AO in the final piece (I want…
You could also use functions or macros instead of events. The main difference between them is that some of them can be reused, some of them can't, and some of them can be executed over multiple frames (uses delay) and anothers cant. - event: can be executed over multiple frames, but can't be reused in another classes. -…
i would agree that your buildings need decals and blends so there isn't a consistent brick colour throughout the whole building. I know you are following a concept, so what I'm about to recommend is entirely up to you. This looks like a ghetto type of ally you're going for, so I think adding some spray paints decals and…
@Nevermore - I agree on the spikes thing. I may have to add a rim-light to them. I just haven't gotten around to it yet. Will be in for the next update though. I tried to address most of the things brought up so far. Edited the lava. Redid the baking on the pillars. Tried to make the lava pillars less repetitive (read:…
Just a small update on the texturing , I have started adding some grunge etc. I don't think I had my head screwed on right when I thought that I would be able to use decals to avoid the inverted mirrored numbers. I have ticked both the accept static and dynamic decals for the skeletal mesh, yet it still refuses to project.…
I would say for the sky scrapers a modular approach would be your best bet especially if this would be running real time. As for them looking a little off I think that may be because they are so far apart and there are no medium buildings in between so they look like everything is far apart at the moment. I would try…
Current Progress The columns need something but I'm not sure what... it looks like the wall material is on top of some bricks the column is made out of, in the concept so that is what that is. Most of the dirt and grunge im going to add I wanna do with decals, figured that would be the "cleanest" way to add that. Painted…
Good stuff. Just a note about references from GTA V. They must be (like other massive open world games) using a rendering technique called "Virtual Texturing". This technique (implemented by rendering programmers) allows artists to stamp massive amount of layers/decals on a terrain. Normally its done in the game editor…