It shouldn't be complicated to replace the various models in the Shader anyway, these things tend to be pretty modular. Ue4 is quite old now, I wouldn't take it as the definitive example of how to do a realtime pbr Shader today. Certainly what we use at the office is more complicated and that's console based.
More art dumping! Working on the ruins level still. Most of this stuff is still in concept. Small stone Block Paper lantern, glow effect still needs work, only base colour at the moment Modular asset pieces, no texture. Roof texture, normal and base colour only
More progress, replaced the pipes, but planning on expanding the modular set, hoping I can do something interesting with it... scene seems boring... Planning on dropping the floor another 20 feet, and using height fog and a plan to make it look like it is swirling down there. c&c welcome.
But can you make it modular? Let's get some tiled gnome textures up in here. This is making me want to try to go some crappy camera phone photgrammetry now. I wonder how possible it would be to get a usable heightmap from a wall for a tile or trim.
You're on to something with the instrument! That's a good idea :) So far today I created cement ceiling tilable texture. Also, I created wall and ceiling modular pieces so I could more easily edit the layout. Will start on the taps and such after a much needed break this morning.
Developed a bit more some parts to add detail and variation, and thickened the pillars. They now look much more imposing, bulky. In the process I also had a cool design idea for the ornaments above the arch. Will work on it soon. I will need to rethink some of the modular pieces though.
depends on the style of the game (in both mechanics and visuals), in this instance id say modular assets would be the way to go, sketching the layout and what assets you think you will initially need is a good idea to breakdown the work , or even just blocking it in using the geometry tools in Unreal be useful.
More progress! it feels good to be motivated. Been working on modular shop fronts and signs today. The normal map on the awning was processed in Njob from a photo of my flatmate holding up a pillow case haha. a strange request but much quicker than sculpting and baking high poly.
Modular rock assets in demo form here. These use a 512x512 res texture and are low poly so that they can be used all over the map for detail: [ame=" https://www.youtube.com/watch?v=sciafWbOXgo"]OverDose - Rocks Of Any Scale With High Detail/Low Memory - YouTube[/ame]
That makes me soooo happy :D !!!!!! I'm very excited to see your results! Foliage rules. I just finished a modular rock pile piece for the bottom of my creek bed. Cant wait to slap some lilly pads and other smaller plants around these rocks!