Crysis 2 I think, and more than likely Crysis 3. Uncharted Golden Abyss as well as Uncharted 3...anything that has a terrain system... I think Skyrim used more decals than vertex painting but I could be wrong. It's been a while since I've been in the game.
Is your engine capable of two sets of UVs? Something I've seen mentioned a lot in other threads (take with a pinch of salt as it were, I've not tried this myself) is to bake two sets, one for lighting (and decals like treadmarks etc) and one to make a nicely optimised tiling road/grass texture. :)
You don't make textures inside UE4, it's more the shader that you control. It's how the textures get used. For example; you wouldn't texture a crate inside UE4, but with careful planning you could control the tint of the crate in UE4, or create a switch to add or remove some decals you made for it.
Cars often use mirrored UVs since they're symmetrical. Logos can be placed with separate decals (a floating quad with alpha-test or -blend). Google Images search for "car texture" will show you examples of other UV layouts. http://www.google.com/images?hl=en&q=car+texture
Update! I've been working hard on the 2nd texture pass and got a very helpful lighting paint over from a lighting artist which really helped me out. I now need to add decals to some of the walls and floor areas so it's not so clean and get some cables in there :)
Oh man Cory that was a fucking great response. Vig, settle down. Another option would be to use a decal for the text, just have a quad that has an alpha'd texture on it slightly above the surface of the mesh, that way you could orientate it any way you like. Pretty similar to TP's #2.
Ok - the camo is the last layer? fix the uvs, paint the metal, add all the decals on a layer. With proper UVS that will be easy. Then take it into your 3d package and paint on the camo - OR use a procedural material and bake it down in your 3d app. Seamless is not distortion free rememeber - and it's easier to paint on a…
Since finishing this project, I have considered making the proper breakdown this artwork deserves. That was a great experience in achieving the cinematic look and how I can work on strict time limits. *final artwork* Let's start! First of all, huge thanks to Gabriel Tan for giving me the green light to do this project you…
Thanks for the feedback! Yeah, I was thinking about adding some foliage to the walls to reduce the repetition, and decals / macro textures will help a lot too, didn't know about them before. In regards to the contrast, you think that could be fixed in post process? And which ones exactly have too much of it?
Thanks for the feedback teodar23, I working with megascan texture yeah I take some photorealistic props from here too ! I have worked on the atmosphere and some lighting, some decals, added the blended texture on the floor and for the next I'm going to work on the doors (sculpt, retopo, bake) Thanks !