If your using a tileable textures for the walls, it would be best to incorporate vertex painting (the combination of two textures) to break up the repetition. Grunge decal placement can also assist with this.
While confining in some ways (we were poring over an oil-spill decal problem today), the metalness workflow does shave some work from the texturing process!
I don't know what you mean by overlay. Even more confusing thus for me is the title. Are you searching for decals, patterns and or brushes or just regular detail textures !?!
I'm creating a single player only game, that is high intensive along the lines of GTA/Arma, with a 30x30 km map, and about 220 km of it actually be populated (meaning it's the land mass of the island), with 3-5 areas of it with HIGH density objects/assets. I want it to work on 4 GB computer from like 2018/2019 on lowest…
Looks good so far! I hope its a racing game, we dont have any good racing games on nobile that dont look like crap. Are you using open map with houdini like in the matrix awakens project? I'm guessing you are using mesh decals for the road to get nice detail and also variation. Good luck with your project, hope to see more…
I have worked a littlebit on uv's of the house, decals and some lighting Now Im going to work on the vehicule and statue, and after work on the terrain and a little bit on the house. Thanks !
Thank you Gabriel, yes my next environment will be much more of this aspect with lot of decals and vertex paint. Here the « clear aspect » is wanted by me. Thank for advice dude ! :)
I got my materials, decals etc set up in UE4. Here's a progress shot of that for the legs, Next is to finish the body and get that ready for the engine and then I'll work on the scene :)
Try to find away to break up and blend the transition between object and ground, at the moment it's very stark an that causes it to pop out as not part of the same world. maybe a decal for the inside?