Thanks @Eric Chadwick for the front page feature! @Felixenfeu I agree. Doesn't look very edible aha. I'll mess around with the material some more. @Dudestein Thank you! I'll do that for sure. @Raane I'm using a displacement map for the waffle + vertex color to mask it out near the edge. Blender's simple deform modifier was…
Thank you guys! Right on with the feedback. I am planning on making all of the pieces of wood and metal more random and bent once I have all of the props in there and once I start working on the decals for the shed. I also plan to add a vertex-paint shader to get some dirt, moss, rust and water onto everything to break…
I really like where this is going. Here are some possibilities to consider: Currently, it looks like everything is very new and uniform; it might be worth slightly offsetting the barrels & bottles so they're not perfectly spaced on either axis. The tiles could use some variation also, vertex blending could go a long way on…
You've marked everything that doesn't move as Static (top-right of Inspector) and enabled static batching, right? Dynamic batching can sometimes end up having a negative impact in some situations as it can require more overhead at run-time than it actually saves. Other than that, there isn't a lot I can tell without more…
Thanks for the answer! The concrete is not a tiling texture, it's several concrete panels! With the future props and vertex blending I guess that it will not be obvious like it is right now! For the ivy , I'll quote my first post :D ''-plants (hanging from metal grid on the walls, in homemade flower pots etc)'' I'll do…
Well something is seriously fucked up with your model. Seems to bake OK. Except mentalray does a poor job since you have to manually hide the lowpoly model. But the UVs are all messed up in Unity. And there's a screwy set of vertex normals under the front lip. When I try attaching the lowpoly in Max to a Box, the view…
LoTekK - You're right! I cant believe i never saw that edgeloop near the rim. :p I'll keep in mind about the density of those edgeloops, terminating them is still something I'm not too sure with. I read up a couple of times about not having too many edges terminating at the same vertex? I think its got something to do with…
Thanks for the link and info, mate. High res lightmaps will be vital towards creating photorealism using ue4 to catch the global illumation, color bleed, bounced lighting and shadow details accurately. I am thinking using Texture atlas maps like this video would drastically reduce the draw call and improve performance for…
W is a third texture coord in Max, used for 3D procedural textures and for storing vertex color in UV channels (need 3 axes for RGB). You can avoid bake problems if you move the overlapped UVs to -1 on W. Same as moving them on U or V. Except W can be messy... it's generally hidden unless you purposefully look for it (bad…
As others have said, you've got the start of something really nice, but it just needs some significant polishing. One thing that would halp is getting some stronger shadows and a better sense of directional light. If you're using vertex lighting which looks like it might be the case, don't just try to get by on a light…