Could create a nice tilable texture for your main hanger floor using PS/Zbrush/Designer etc. And then you could use alpha decals for all your text/arrows etc.
Quick update, got a new blockout (not in UE4 yet) this is a more fleshed out blockout, with a new area for the throne thats a little more open etc, and includes the door at the back with balcony etc.
I think taking different courses (anything from sculpture, anatomy, life drawing, painting, architecture, etc etc, anything slightly relevant) will give you a wider perspective of knowledge and background.
Just combine Left4dead and Day Z and I'd die happy. Open world game with other people, game play perks to encourage staying together, vehicles, hunting for resources, etc etc.
Maybe depends on the art style... If you're aiming for realistic, then PBR all the way. If it's a stylized asset, or super lowpoly, then you can texture it differently. (handpainted, flat color + highlight, etc etc)
Not sure if this is entirely on challenge, but hey! Just a quick block out so far, need to break up the edges and add some dents and damage etc etc, probably too shiny too.
Cool stuff guys! I think for my UC entry I will continue on with UT3 editor. Too far in the game to up and change what I have, risk problems, etc. etc. :)
In the studios I've been working in they've had 1-2 versions of their 3d-modeling software during 3 years of production. It's usually hassle to update all their own tools and shaders etc etc.
really good advice :D I've implemented more scratches etc onto the edges, I'll be posting udk shots momentarily with the new material on, for now here are some better pics of renders etc
Katana. Complex models can get a bit tricky. Things get in the way you dont see etc etc. Maybe you could try to seperate the hands from the rest and merge later?