Try https://about.gitlab.com/gitlab-com/ Github.com would probably to be preferred as it gives you more options, but also comes at a charge if you want to keep it private. (Unlike bitbucket who charge you if you try to publish...) Moving from one git repository to another is as easy as it gets, nothing gets lost. Just 'git clone' -> 'git add upstream' -> 'git push' -> Done.
Could you give us modellers the source files to mess around with? and maybe the texture workflow, I'm sure those "Imperial Legion" fellows would appreciate such things!
I was busy with a crystal biome but got stuck indeed. Got the .fbx working in game but the material lacked its connection with the texture and I have no clue how to do that. When that works I can overide original CSG's. Next step would be to make it an addition to the brush list and not overide anything.
Welcome to the club. So far, everyone got stuck on that step and none of the Uber folks ( @bgolus @jables ) was willing to provide any help yet.
Could you kindly pass it on to the person responsible then? Someone in that company has to know how the .fbx files need to be structured - or could just provide a single file as a reference.
@bgolus do you guys edit your textures in Photoshop ? if so what effects do you use ? I made a new unit but I wasn't able to replicate the texture "look" of Uber's textures. See it's a bit flat and dull.
Well I know they use inner glow to get the edge glow effect, but I'm not sure if anything else is used. For the alpha layer you need to use effects, I forget which ones right now since I'm on mobile.
The textures we use have a faded edge, like KillerKiwiJuice mentioned, as well as we have a small amount of baked in AO in the diffuse texture. Ends up giving it some grime in the corners and a little noise across the surface.
Could you please share a screenshot of exactly how you've got those effects configured ? I really want to replicate the look but I can't seem to get it right.