So today got more into UE Materials mostly instance stuff, little bit of lighting and camera features. Once I get to grips on how to use materials effectively along with decals I ll move to final stages. My initial idea of just making a one off texture in painter is out the window instead I plan to make use of tileable…
We re-use decals, so it's not that wasteful. Also cutting up the mesh to get certain parts to be unique is fine in some circumstances, but that adds more seams, and more verts as well. Well and the decals will produce crisper text instead of a blurred mess on the 1/1 texture, unless it's a huge texture or that section gets…
Made some more progress prop wise and added a couple of wall decals as well to test them out. The wires were giving me some issues in light bake, so had to increase its light bake resolution to 2k. I feel like that's too much for a game, but it should be ok as a quick fix I think. Moving to poster decals now, hopefully…
Honestly yeah, I don't have all of the information yet for that game engine. My problem is that there is not any specific information pertaining to what I need to figure out which sounds ridiculous, with UE4 for example I could stroll through YouTube and have everything I need, but right now I am just guessing because the…
Are you baking all this down? You could do this in blender by baking the bevel shader on pre unwrapped penetrating cylinder clones and then apply and bake the welds using decal machine. You don't even need a highpoly. You can project the open ends of the cylinder intersections onto the perpendicular cylinders and use those…
Hello ! Since last time i worked a little on lighting to brighten the scene and to have less black shadowed area. I added various props throughout the scene. I also started making a few decals such as papers on wall, newspaper. I will refine them later and add more decals I did not create the fire effect which come from a…
It all comes down to resolution really. Having the text decals on a separate texture makes the text and all that stuff really sharp because its a separate texture. Having the text on a small bit of the texture you have now will sure make it possible to accomplish it (putting text on both sides) but the text wont be as…
Thanks, @m4dcow Yes, all of the other assets are WIP except Arch and pillars. Trees and rocks just have placeholder textures. I will sculpt the rock. yeah! decals will be awesome for more decals. I am planning to add dirt and moss through Vertex blend. I will polish the scene more and place more assets to fill up space.…
Not trying to play devil's advocate here, but I'd like to remind everyone that Ed Catmull's boss from the very beginning (since the eighties) was Steve Jobs. I know there's a cult about the guy, and his premature death was a tragic event, but let's not forget what he was like. I mean the guy started by ripping off his…
Ok, I will try it with tileables and masks. I just thought using high poly assets was meant to make your life easier, but unwraping a high poly mesh for tileable textures sounds like it won't be so easy. Also do decals work on nanite meshes? Otherwise I don't see how you cant use unique textures to do basic hard surface…