Did some additional work on the feets, as well as the basic materials. Also brought the feets into UE4 and added some decals Since I want to build the gundam in real size (22 meters high), I decided to use mid-poly modeling with chamfered edges and floating decals & normal projection details. Will move on to the lower leg,…
Most probably that's the case. It could also just be that depth test in rendering is disabled which is a common trick in 2D games & things are just rendered in order like layers in Photoshop. In fact on the right most part of your first picture there seems to be a seam giving away another clue, not only is a strip being…
If you're working in Cry you may want to consider some decal work to make the interiors more believable. Right now it looks very flat and a little too perfect - a telltale CG giveaway. For the exteriors, I would suggest more variation in the grasses you are using, right now it looks also very flat and uniform. Some decals…
It looks like CryEngine might not support this. I don't know for sure since I don't use it. http://docs.cryengine.com/display/SDKDOC2/Texture+Maps#TextureMaps-TextureMapSub-menu-Filtering,Tiling,Rotating,Oscillating However, it looks like you could use a Detail Map or else a Decal to do something similar.…
Update! Decided to go with two colors, and went full decals lol. Everything is on low here, preview lighting build and no post process. I'm gonna see if I can add a few more decals, maybe trash/debris, check some texture, then finish the lighting and post process. I'm looking for a cloud render or render farm type website…
So I don't clutter up the thread I am taking part in the art jam to bring an existing character into a MOBA setting to pay homage to the amazing animation style in games such as League of Legends. I will post WIP shots here as I go to make these animations as awesome as I can, my confidence level is pretty low, living up…
Modularity is the way to go. Tiling textures, and a different material per surface type. Use a trim sheet + material for the foundation and moldings and strips that make up all the window frames. If you want localized non-repeating detail, use blending and/or decals. * http://wiki.polycount.com/wiki/Environment_modularity…
@oglu The blue channel is just z-information, which is quite unnoticeable when its gone, and most likely even more so not needed when using decals (since z-up can change at any given angle depending where that decal is placed). Their system probably has it set up that it multiplies in a value of 1 (white) for the blue…
Hi, First of all i wanted to recreate this scene from the game called Control. What fascinate me is that the edge decals are proportionally tiled and the marble texture is tiled properly without any stretching. My goal is to recreate the same. And i tried my best by using blueprint and some shader trickery for both marble…
Hi in the past days i had made a couple new assets and textures so judge away. This is a decal i had made, layered over a asphalt texture. Another decal tested how it looks in marmoset. And here are some more models First one is a model of a mag nothing overly complicated, just a simple model. This model is slightly, (I…