So I have been messing with the lighting a bit, I think it looks better? The floor decals help a lot I think? This is due in tomorrow as a uni deadline but there is still time to fix stuffs! http://www.youtube.com/watch?v=5K9EcLJ88YE&feature=youtu.be
Yeah all good points. In this case all pillars had individual details, so cloning wasn't an option. On the other hand, the decal idea is pretty good. That could have worked for this. Ok! I think get it now, I appreciate your help with this! :)
Thanks, haven't really started on the textures yet (very crappy uv and textures from a photo) once I finish up the meshes, clean up the wires, and make sure the modularness is working I'll uv it and made some better textures and use decals.
Thanks for the advice man! How's this: As for the text decals, I've been trying to shove them in, but since I am cramping the entire model into a single 2K texture, the quality of the text was rubbish. Any idea how to go about the logos? Perhaps a separate texture?
Ah, well then have you tried just using a decal to fake it? The only other thing I can think of at the moment would be to use a colored mask and project it with a point light, but I think CE3 only allows b&w masks for lights.
What engine/renderer are you using? You can either use a Vertex Blended shader to 'paint' the cracks on your mesh, or you can use decals. Not sure which would work for you best. Also, basing this off any artwork? Cheers!
Okay, so here is robot update part deux. I think I have his design about where I want it. Colors/decals might change at some point, but this'll work for now. Thanks for all the feedback, fellahs. It's helping the process. :)
Decals, vertex painting, post processing. Labels/symbols on the tanks and the cold thing to symbolize cold so whatever it is people can understand its supposed to be cold. Also make a focal point with the lighting, currently the lighting in there is pretty regular across the whole composition.
I went back to my light bake settings and the lighting is looking better. I have to add some more interest and detail to the building models as they look rather stale. Also need to detail out the sidewalk and street more with decals/road markings.
Summoner rift is one big map. You could use a combination of splatting textures and decals, which is what is used on dawn of war, starcraft 2, for instance. You could also use little square tiles like used on warcraft 3 maps.