@PixelMasher I really appreciate the info. I'm currently using a 1x2 ratio trim for a wall. A wall segment I have uses only a section of the trim for the entire thing as the mesh is divided in half with a edge loop. Now how do we go about vertex painting or using decals on top? They stretch/distort so I assume this is…
Thank you! I'll make sure introduce more colors with some decals and other meshes later. As for the lighting, I'm still experimenting with that, I'll try making it colder in the next iteration. I think I'm done with the skull sculpt (though some areas are a bit problematic and I may have to revisit them): I'll try a quick…
Calling it done. This definitely turned away from a straight portfolio piece and started being a testbed for ideas so I'm going to call it before it gets too far away from me. @luthyn -- I scaled back the rim lighting and applied a WSN overlay to get some fake baked lighting in and a few more decals to bring out what was…
Speaking of performance optimization, I have a few questions: 1. Is good to derivate missing normal Z in a normal map then storing full RGB channels for that normal? (shader) - I think I will save some memory because I have one free channel in normal map but shader will have more instructions. - correct me if I'm wrong. 2.…
Hi William, thanks for your suggestions. I agree that the floors are a bit too clean at the moment. I was planning on adding some decals of some dirt to break up the surface a bit and adding a few vents to make it all a bit more interesting. The flare is also a good idea. Presently I'm just focusing on getting the big…
That's why I said: What I am suggesting is pretty much the same solution mentioned in the Modular Floor Tiles - Outlined in Shadow thread. It's not like I'm suggesting merging an entire level into one giant chunk. Just merge things into chunks that make sense to keep visual seams to a minimum while also using a mixture of…
The way you're going about it is correct! :smile: There are other methods that involve using the transparency of each color to define a mask which you can use as a decal layer, but the way you're doing it is significantly faster. Use the dDo menu to Copy Layer to All Maps, and apply that layer to your…
this is looking really good so far. I love the art style. It is very similar to a style I'm going for in a game i'm working on. How did you do the mouth on the guy? Is it a decal that switches out or what? One thing I would change though on the brick archway. I would add some perpendicular bricks on the inside of the…
Awesome job so far BARDLER !! As NAIMA said, I'm just missing some decals, but you've wrote that already. So keep the nice work! I'll be following your thread! If possible, can you take another screen from a lower height ? Maybe everything is looking small because your camera seems to be very high. Try to make it like a…
Yes. Modular environment pieces and tiling textures is roughly what you are after. I wouldn't even try to texture the modular components in the way you generally do for props, but use multiple different materials, decals, and overlapping UVs etc. So substance painter might not be the best option for this type of workflow.…