Continue blockout phase. Finally understood how to model shapes for roof details. Will refine them later, when I will be happy with my blockout (current goal is to make blockout for almost all future assets).
Added some basic materials to the objects to get a better vision of future environment. However, right now they are just for testing purposes because I even don’t have a proper UVs for my models. Thinking about how I will do texturing in future and trying to find a balance between unique textures, texture atlases, and tiled textures. There won’t be a lot of materials (wood in different colors, stone, roof tiles), but the problem is to add a proper amount of dirt/wearing/wetness.I can solve this by painting those details directly in UE4(vertex/texture painting), but the problem is that I need to do that each time when I add a new mesh to the scene. Maybe there is a way to add such effects procedurally inside UE4 inside the shader. Otherwise, I have to add those details inside textures and do a proper UV mapping for each model, which will be a not trivial task, because I’m planning to add a few hundreds of meshes. Any advice about texturing will be helpful.