- Use props creatively to add character to an environment
- Vertex painting is a must in UDK: make a room's walls and floors as visually interesting as possible
- Try different times of day to evaluate scene props
- Edge decals can add so much more to walls
- Soften the edges of the wood assets
- Inefficient to pack carpets into one 2k texture: be just as useful to split them up
- Use decals a lot more instead of separate textures
- DepthGrab the Zbrush 2.5d canvas and use that to displace another plane
- Use Decimation Master to reduce poly count on the hipoly mesh
- use Xnormal to bake normal, AO, cavity and curvature maps
Old brick flats left, new brick flats right.
But what I did get was a marked improvement in the texture: I resculpted the bricks to make them more cracked and less of a space between them, as per feedback, and applied and blended the maps I did get out of xNormal. Unfortunately, I have to polypaint the texture manually, but the direct lighting is gone! Hooray!
Here's the current scene. For the purposes of polypainting I have chosen to replace the entirety of the wall with a static mesh, with decent enough tesselation. I will be using edge decals and adding colour to the wall's diffuse when I go texture hunting this weekend.
Thanks for reading. I'm gonna need to step up the pace now to keep up with my peers, but i hope to improve.
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