I could feel the environment and they all look good,but some how they also do feel bare in terms of prop population or kinda dirt and and decals which seems to miss, the rocks feels too smooth and nice to me.IS that the way u intended it? Vj
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.
Nice looking so far, but the texture needs a lot of love. HarlequiN is right about the decals, those always look good. Also, you need a texture that makes is look used or brand new, right now, it's seems pretty uneventful. Good luck.
Tangent: I feel really sad reading this dude. Any artist out there who feels this kind of pressure and decides to start thinking about changing what they are making or change what they enjoy making, because of it: STOP IT. Block out this noise and carry right on ahead, don't be derailed. Separate yourself from this…
John, your viewpoint, does seem somewhat lacking in actual knowledge of what diagnosed depression means. Which actually can be very dangerous as far as offering advice. You mention how people react when you bring it up. The probelm is your offering this solution without recognizing that everyones is a individual both…
Hey hey everyone! =) I’m running into a pretty specific issue, and I’m wondering if anyone here has faced something similar or might have an idea on how to fix it. Setup - Engine version: custom Unreal Engine 4.27 branch based on the Oculus branch - Project: VR (PC, not mobile) - Renderer: Forward Renderer - Antialiasing:…
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).
Thanks DireWolf It's very clean at the moment, due to using modular assets I wanted to avoid having obvious dirt in the texture so that it didn't repeat all over the ship. I'm going to use decals to add more dirt and grime to the walls at a later date.
I've started on building which are part of the wall, no ornament or small details yet as I'm trying to get the general style in the shape first. As for the color it's quite dull at the moment but some texture are just and there is no blendshader, dirt or decal yet. Anyway, images~ some towers : and in the city :
If you're asking how to achieve variation from piece to piece, that's where you'll have to use either decals, or simply use instances of the same geom. You should also think about vertex blending in UDK in order to really get custom looking sections.