Good start, I feel like it needs some more grunge and variation in the textures, possibly some decals, maybe some particles to get a better sense of atmosphere.
I find it a bit weird how the whole boxed is scuffed and scrapped, yet the front decal is very clean. Although it does give the piece some contrast in color
In UDK, hmmmm I'm thinking something like a light with a special channel enabled? Then decals, that are set to this lighting channel only? Doesn't seem that hard now that I think of it.
Thanks for posting that Surfa. It was a very interesting read. So they basically cull out an area on the model then replace the culled area with a damage model and use decals to cover the seems?
Couldn't this also be achieved using animated decals in UDK? You could either do that or also make a tilable gloss map and make it scroll (animated gloss map).
Heyo, this is what I've been working on most recently at work, I'd love some crit it's textured in Substance Designer so as soon as the new nodes get implemented in Unity the camo/colours/decals will be changeable in editor/at runtime
Decided to skip posts on the unwrap phase since it was moving slowly and was mostly boring. I got the rooster in UE4 and started on base materials + a handful of decals but would really appreciate any feedback.