Is the polish work with the ground textures done with Lerp based vertex painting, or are you using a lot of decals? Or both? because DANG what a difference that makes! Also, with the corners on the pilasters from the shipyard, are those decals over a tiling texture, or are they part of the individual asset's texture?
Quick WIP of the texture in Maya! Thoughts? Decals are looking a little flat, lots more to do before I start prettying it up with wear and tear. Might try adding a few more decals on the back sides of the weapon. Really liking it so far though.
If your doing super high poly product shots you might want to think about free floating decals. This way all you have to unwrap is the decal. You might have better control until you learn how to unwrap properly. good luck
Mostly Mostly these are Decals. This was one of the trickiest parts of this maps design. The road markings are divieded by types so some are decals, and some have more geometry than just a simple projected square geometry. In the first post, in the BW image you can see more in detail.
did a bunch of tweaks to the lighting today and added: +decals +gate,box,rubble,wire models + lighting work +scene set-up need to add: +make trip for brick windows +add water streak decals for the windows +maybe 1 more garbage prop :poly141:
I remember seeing a thread about this Must be deferred decals using a edge wear trim sheet, applied to angled decals with 2 faces you put on the edges I imagine this type of workflow must be 10x faster with some sort of script than manual application
Working on this a bit...removed the road decals...planning on adding curbs around the buildings to "recess" the cobblestone in areas that are not sidewalk/buildings. give them implied status as roadways... two pics here, one to show selection of the cubes that make up the floor, and the other to just show without the…
I think the decals you have now work pretty well in a few places, in some areas they look a bit too big and out of place, in particular the light concrete trim. Try scaling the decals down a bit and maybe add some geometry of chunks scattered here and there.
I believe APB uses a system similar to the decal editor in Forza so an artist might of created the star decal but someone else chose to randomly stamp them on the model. It also looks like his bracelet is missing it's alpha channel, so mad props to the marketing team!
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