I've been nose-deep in bullshit for the last two weeks but it's finally paying off! I've been making art assets for Moonshot, now that the first round of level design is done. I'm replacing a lot of 400x400cm blocks with hand-modeled and hand-textured assets, and learning a lot about 3ds max and ue4 in the process.
Moonshot is divided into maps by loading zones. One map is generally 3-4 puzzle "rooms" of sorts, and some connecting hallways. I've just this week finished the first map's initial visual pass. I think it looks pretty good for prototype work.
The first picture here is some of the modular assets that I made to shorten the rest of my work. A lot of these were copied and sliced from the level as I worked.
The second picture is the shaders that I made to go along with these materials. I took 4-8k photogrammetry scans (diffuse, normal, displacement, roughness) and turned them into three 256x256 textures (diffuse w/height in alpha, detail w/height in alpha, multi rough/glow/metal/detail mask). It's a lot of work but it turns enormous assets into tiny pieces even the original xbox could handle.
