Started on the missile/rocket in the center, please tell me what you think! I'm planning to add decals etc. later on I also did a lot of behind the scenes work on my shader and added some new materials. Also adjusted some colours, settings etc. and added fog Thoughts/feedback/crits welcome :)
I'm entering the final stretch with this update. After adding some more decals, I changed some colors around in photoshop for a darker look. Now I'm messing with the settings here in udk. I'm planning on doing the flamethrower with this same theme and entering in the set category. Possibly more firebug weapons as well. Any…
Hey there guys, thought I would post some more WIP shots of how its going so far, been working on the exterior base that sits on the outside which will eventually link to the Interior. Also been working some more on the landscape, modelling some more vegetation, textures and decals here and there. Crits welcome
Some obvious stuff but maybe it'll help. Dunno what kind of engine you're working with, but some decent decals can cover a ton of ground really quickly. Start with the biggest objects you'll be repeating the most. Get some good lighting and skybox in, most bang for your buck with a time constraint Good luck man.
This is going to be great especially for those in the industry that assemble something in engine with decals ,or blueprint an asset together but then when its time to put some stuff in your portfolio you got to get great shots of your work but loose the cool in-engine things you did to it that you cant do in marmoset. So…
Looking cool, just a couple of suggestions. It might look nice if you use decals or mesh paint to blend the bottom pillar pieces with the ground. It's such a harsh transition right now so my eyes goes straight to it. Also I would suggest adding some rubble or more foliage to that big empty space in front of the vehicle.
Check out the last portion of this tutorial on Hourences site http://www.hourences.com/book/tutorialsue3terrain.htm, it may help. If not I am sure there has to be a way to do it, I don't know it though. But before exporting it out and doing all that stuff, making a simple black shadow decal to fake a shadow would be a much…
you could save a ton of space by making a tileable brick texture and then another texture with the window and door elements. Then just add grime decals for the dirt. same goes for the concrete. make a tileable texture in one direction for the concrete trim. also.. put some more polys into those arches on the bottom level.…
What size are your maps? I would increase the resolution in some of them. Especially the ground. The high contrast in all the textures are UV stretching seem to be the biggest issues to me. Decals would rock too where those red things meet the ground. It should look like dirt has been turned up.
So, this mega texturing thing in ID Tech 5. Does it apply only to terrain or could you apply the same methodology of overlaying maps to any game object that is placed in the world? Could you for instance make every concrete barrier or wall unique after applying various levels of decals that are then baked into one…