Just taking a shot at it, but it looks like cubemap on a alpha decal plane. http://udn.epicgames.com/Three/MaterialsTutorial.html scroll down to Environment Maps to see how to set them up, and then I guess, just plug in your alpha mask in the opacity mask node in the shader
Hey Everyone here is a block out of my scene what do you think? I am still going to add a lot of little details there will be tapestries hanging, meat shop, decals on the shipping containers, various fruit for the market stands stuff like that :D
So here is a video of the ExampleMap.udk this is in game and this issue is really obvious. you can even see the decal on the wall snap in quality as well. I am experiencing the same thing anybody know how to fix this? [ame]http://www.youtube.com/watch?v=Vfj7jRQ6IAk[/ame]
Almost there. The base vector illustration is completed. Now to polish up with some paint scheme/decals overlaid. Have to pay special attention to this part of the illustration as I don't want to infringe by reproducing real world logos, etc. They will all have to be alternate or modified versions.
I guess this could be generalized for any asymmetrical details on an otherwise symmetrical model. One idea I had was to have two textures and apply the belt as a decal with a shader in the game engine, but then we're talking about a second texture with the same UVs and a lot of empty space.
Thatching his facial hair would be a pain but with some crank and grease on this fellow will make him shine. Maybe some reference from the main character in Prey would be a go too. Some decal and emblem on his vest perhaps? Digging the process so far.
@Ashervisalis Thanks, man! Update: I created the texture of the shipping container in substance painter and set it up in UE4. I most likely will come back to make some little change or add details with a decal on the shipping container. Any feedback would be much appreciated :)
For an asset of that size I'd approach the model differently: as a tentacle assembled from neatly unwrapped modular assets with seamless textures. Then add some variation to the material via vertex color masks or as decals and add irregularity to the mesh (e.g. via vertex noise/random offsets).
hey sakechi, nice WIP! I agree that the car is one of the weak points in your environment. Personally, I would ditch it. I think your scene would benefit from more "fill up" props and decals. Also, in what engine are you rendering this ?
Oh my god, really impressive. It's really full of details that brings life to the map. And the light. How do you obtains such lights, and shadows? I tried a long time, in Unreal 3, no results. Do you make shadows with planes, decals? Great work!