A more complete work i just finished, for now ... Tried to proceduralize the textures work on Hots, and found some good node on the process. I will definitely continue in this way too found some other good pipeline. See the full result Here : https://www.artstation.com/artwork/QzLJkx
So here is a evening update before I hit the hay. The one concern I have at the moment is how to best do the roof?, If I have individual roof plates then it would be alot of polys and also alot more to paint?. But it gives a nice breakout from the mesh....... to be continued.
That's a weird way of painting but it works for me right now. maybe one day I'll be able to do it as everybody else does... I love details and if I don't start by doing them in some part of the drawing I'll be not motivated to continue so.... here's the way it is right now :) !
Sorry for the wait, but in all my thinking I forgot about that setting, even though it's quite obvious. While at work and after I read your comment, I continued reading other threads about normals and also realized my issue. Thanks for your help though!
I don't know if i will continue on this project, so this is what i have had a few weeks ago in Unreal Engine 4 (no textures, a lot of not corrected lightmap uvs) : Since I've planned to do details (vent grates, small lights) in material, it's not pictured at current time.
Thanks for the input all :) Here's some progress.The moss has been surprisingly difficult, I'm afraid it's too distracting. I may continue working on this, adding some more foliage and a base, but I also want to move on to other things. I would still love feedback!
:) Having said that though, it might that the ots-12 doesn't have the plywood foregrip like the aks-74u / ak74 / akm etc; it's really hard to tell from the limited photographs out there. And if the model was continued passed limited testing it probably would've used polymer like the 100 series.
a small update, I'm not a 2d artist but I think I should be atleast able to do this much before actually building the scene.. Done for today, gonna continue this tomorrow :) any more feedback would be appreciated. Thanks for the hints so far Habboi, some nice ideas
Continuing where I left off before: Hand painting the signs was surprisingly time consuming; and I spent waaaaaaaaaay too much time doing textures in Substance Designer. Time to start tightening this down and winding it up. Hopefully it'll just be 2 more months work...!
:) well i have never used any of them for painting, and hardly knew that they had the capability. I had the idea that i wanted to do phototextures and didnt know any work flow to get it seamless. Okay i will use mudbox and then continue working on them in photoshop. cheers.