This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.
Henri Juntunen released a set of high-quality sci-fi themed assets with a focus on zero gravity environments with an astonishing visual quality and customizable materials.
The first installment of the Zero Gravity asset series. Designed for high end desktops, the package provides you with the tools to build stunning sci-fi themed environments, and with the combination of unreal’s powerful material system, tune the mood of your environment from brand new, to old and abandoned.
The package features static meshes with face weighted normals, tiling base materials and detail decals to ensure the best possible visual quality even at very close distances.
Base materials feature multiple parameters such as; Base Roughness,Roughness variation, Material color, color variation, Material variation ( create cracked or chipped paint etc), texture and variation sizes etc.
All source materials for static meshes and textures available on request.
- High quality static meshes with face weighted normals
- Highly customizable base materials
- Decal textures for details
- Fully PBR textures sourced from scanned data
- Variation masks used for roughness and material variation
Physically-Based Rendering: Yes
Texture Size: 8 sets of tiling textures at 2048 resolution for base materials, 1 set of decal textures at 2048 resolution for details, 1 texture atlas set for spline cables at 2048 resolution, 3 sets of baked textures for soft materials at 2048 resolution
Collision: Yes, automatic
Vertex Count: 76 to 114,675
Number of Meshes: 49
Number of Blueprints: 4
Number of Materials and Material Instances: 8 master materials, 5 material instances for decals, 26 hard surface material instances, 9 material instances for soft materials, 2 emissive material instances, 2 glass material instances
Number of Textures: 62
Engine Compatibility: 4.15
Intended Platform: High-end desktop
Platforms Tested: Desktop
Documentation Included: No