In order to populate the level, I created a list of the main assets that are required. I decided to start from the largest to the smaller, focusing on rocks, vegetation and the carriage hero asset. Here below are some of the primary wall assets I modelled which are going to be used for the castle ruin area: Here is a procedural material and a seamless texture I created using Blender and Photoshop: Image 1 - Material Overview Image 2 - Castle Ruins Wall Texture maps C-AO-N-Dp Image 3 - Wall with Material Shader Image 4 - Wall Reference Image
you might get more actionable advice if you show your current work, state what goal your are working towards, and then somebody might be able to point out specific areas you are lacking in and you can target those directly, which might be more productive for you. then you might be able to find a mentor who specializes in a certain area and get some 1 on 1 feedback, and even that may still be cheaper than an "advanced" tutorial.
Nothing against tutorials, its just that it seems like once you are beyond a beginner, generalized advices don't have so much value. And it's easy to feel like you aren't "good enough" even though the only thing holding you back might just be a little bit of outsider perspective that has taken the time to understand your situation a little bit.
If you're working with a texture project yes, there are a couple of ways:
When you set up the project, remove the roughness map and add a gloss map in the project maps section. Gloss is inverted roughness/the same thing as smoothness and you can work directly in this value system (materials from the library will automatically be converted)
Before export, add an invert layer (adjustment layer dropdown) to the top of the stack and disable all but the roughness map (alt+click to quickly isolate) - this is the easiest way to do it for existing projects
If baking you can select a gloss map from the map types list rather than a roughness map as well.
Shit, that trailer is slick! Can't argue that the technology isn't amazing. Makes it hard to reconcile that "ick" feeling from ai art. But as easy it is to marvel at the technology, it's more a testament to human made art than the tech itself.
We were finally able to create a "Make Art" button...we just had to throw artists under the bus to do it. There really is ain't no such thing as a free lunch.
So not very suprisingly updating this thread as intended never really happened. but i thought i would still post the final resulthttps://www.artstation.com/artwork/m8Jg9v