The second is Dirt, the third is Dust, and finally the fourth is some roughness variation, which when combined with the tiling material is quite effective for now. This allows for things like paint to be chipped off of some paint to reveal the material underneath etc. The Master Material I've made uses the Masks made in Painter, and separates out 4 different stages. So far nothing has been taken through Zbrush, as I'm mostly just generating my High's through Smooth Mesh Preview To Polygons. All the Normal and AO maps do, really, is just bake down a few edges.
![star wars kotor 2 best planet order star wars kotor 2 best planet order](https://i.ytimg.com/vi/EJL0r0PUQo0/hq720.jpg)
It's tedious work, but I believe it really improves the quality when combined with a Trimsheet. The downside of this method, is that for each 'set' of assets, they require their own Material Instance so that the correct Normal, AO and Mask map can be applied using a third UV channel (Channel 0: Tiling Material, Channel 1: Lightmap, Channel 2: Unique Unwrap with other assets in set). Speaking of the bare-bones assets - this week, I've done the walls, floor and ceiling modular sets (if I see another ceiling piece on my asset list this week I'm going to scream). This will allow me maximum re-usability while having nice, high fidelity assets. For now, I have flat planes with the relevant materials applied to them, and I plan on 'building' each wall up with the details that I plan to use as separate meshes. So, I made the conscious decision to break things down as much as I can. The quality wasn't there, and the fine details that I personally appreciate on a lot of art, just weren't there. Before, I was making one wall at a time, and I found myself going back and forth between Maya and UE4 far more than I should have been. As a result, I went back and made some changes to my overall workflow and how I plan to go forward.įirst, the models. I found myself, as I mentioned last week, over-complicating a lot of the construction of the scene, to the detriment of the quality. So, this week saw me strip a lot of the scene out and down to the bare bones. Oh, I also plan on adding the doors back in!Īny ideas, feedback or critique is more than welcomed! I'm also going to look into creating a dirt and grunge Trimsheet to apply to corners of geometry to break it up and make it distinct from its background.
![star wars kotor 2 best planet order star wars kotor 2 best planet order](http://customstarwars.x3.hu/kotor2/onderon_officer.jpg)
Over the course of the next week, I want to settle on a plan for my Tiling Master Material, get a few basic materials on the assets and get a small library of smaller wall assets I can start slapping on the walls to break them up and make them look interesting. I'm still working out just how I'm going to go about applying materials, and exactly what kind of materials I'm going to go for, but I made a quick Trimsheet for floating Decals, which you can see on most of the assets to some degree that I've done. It's been a lot of me looking at reference and going back and forth between Maya and UE4, most of said reference coming from Jedi Fallen Order and Battlefront 2's campaign. I've spent this week converting the main environment assets (the walls and floor) into the first iterations of the game-ready assets.
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For example, I'll be modelling some weapons, diving into Painter (more than I have in the past), Marvellous (if I can get it working on my PC - the installation seems to break for some reason) etc. The perk of this apartment though, is I'll get a chance to deep dive into things I've not had a chance to in the past. I've got an Audio guy and an Animator working on this project with me so they can showcase some of their own work, so I've got to try and keep it scoped - otherwise it could look great on a Macro scale, but the Micro quality will suffer. I'll be doing some elements to create the city-scape and to make it feel like the Middle/Upper City a little, but making the whole of Taris is a bit much, I think haha.
![star wars kotor 2 best planet order star wars kotor 2 best planet order](https://i.redd.it/t1mupp9y75w11.png)
I always try to set myself a recently released AAA game in terms of quality, as that was pretty much the mindset I was taught at University. My goal is to match or surpass Battlefront 2 and Jedi Fallen Order primarily.
![star wars kotor 2 best planet order star wars kotor 2 best planet order](https://s3-ap-northeast-1.amazonaws.com/peatix-files/pod/8162570/cover-star-wars-kotor-mods.jpeg)
This isn't the mod, no - just using them as a point of reference for my own little projectĬewl, does that mean that you're going to try to match/surpass Apeiron? Regardless I think that it will turn out great so keep up the good workĪlso are you planning on expanding the project to the rest of Taris and beyond after you finish the apartment? Or is it just a one and done?
#Star wars kotor 2 best planet order mod
If it is the Apeiron mod than I'll be super happy! Wait, is this apeiron mod? I thought the project was scrapped.