Wazumba Posted December 5, 2015 Report Posted December 5, 2015 Hey all!For almost two weeks I've been working on this map as a part of a school assignment.A part of the assignment is to do another weeks work on it using the feedback given from the people who try it out.So next week I will be polishing the level design and prop it using assets from Titan Pass.Download Link:http://www.mediafire.com/download/8bdu1osazifl278/CTF-CarnageKeep-WindowsNoEditor.pakI would love some input if you'd care to try it out! TheOnlyDoubleF, Sjonsson and 2d-chris 3 Quote
Wazumba Posted December 10, 2015 Author Report Posted December 10, 2015 Progression Screenshots, feedback is welcome FMPONE, TheOnlyDoubleF and 2d-chris 3 Quote
FMPONE Posted December 11, 2015 Report Posted December 11, 2015 Lookin nice, dude!You notice some obvious tiling on the towers which could be helped by decals tho Wazumba 1 Quote
FRAG Posted December 20, 2015 Report Posted December 20, 2015 Agreed, this is looking very nice indeed!Don't think decals would be much use with those towers, would probably be better to create multiple material layers and use the mesh paint option to create variation using blend weights, example taken from the UE4 Doc siteThis is an example of a 5 way blend material, you would count 1 as your base texture or "clean" and then apply variations via the other 4 layers, the following is my own use using the reflections assets supplied by Epic Games from the Unreal Launcher.So it starts off as a clean tile texture, and then using weighted layers, broken tiles and grime is applied giving the wall variation. Look forward to seeing this progress Sjonsson 1 Quote
Wazumba Posted March 1, 2016 Author Report Posted March 1, 2016 Lookin nice, dude!You notice some obvious tiling on the towers which could be helped by decals thoThanks a lot! Ah, yeah I'll try to cover it up a bit with smudges and stuff Agreed, this is looking very nice indeed!Don't think decals would be much use with those towers, would probably be better to create multiple material layers and use the mesh paint option to create variation using blend weights, example taken from the UE4 Doc siteThis is an example of a 5 way blend material, you would count 1 as your base texture or "clean" and then apply variations via the other 4 layers, the following is my own use using the reflections assets supplied by Epic Games from the Unreal Launcher.So it starts off as a clean tile texture, and then using weighted layers, broken tiles and grime is applied giving the wall variation. Look forward to seeing this progress Thanks a lot for the feedback! I'll see if I have time to look into this! FRAG 1 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.