It has been a while since my last update so I decided to quickly slap-together these Marmoset renders. The final assets will of-course be rendered in UDK and will benefit from all sorts of aesthetic qualities that aren’t possible within Marmoset. For instance, I am going to use a cubemap to fake the presence of a bright, radiant interior. I was inspired to do this while playing Assassin’s Creed III for the first time and noticed that many of the houses appeared to have convincing interiors. I mused that they must be derived from a texture that is transformed in 3D-space. After a little contemplation, I created an inverse cubemap that is sampled in 3D-space against the camera vector.
I have included the texture sheet used by these assets at the bottom of this post, along with screenshots of a few high-poly hard-surfaces made in ZBrush. The texture sheet is of a 4:1 ratio so that it can tile vertically. This format is ideal for graphics cards with plenty of VRAM.
I might do a video tutorial on my architecture workflow now that I feel more confident in my methodology.