This bake I used Max, the previous ones I used xNormal. I wanted to see how toolbag2 handles both, and they both work well when importing the tangents and binormals from the FBX. Thanks!
I am more than ok with this. I saw this in the beginning when you first started working on it. These bakes just keep getting better.
Can I call you the chef?
or the master Baker?
Bake boss?
Merged the new material from the arc gun, back to the assault rifle and refined the materials a bit to add softer wear. Now to pass the material back to the mech, refine a little and then pose the mech!
I'd love to see the node network in Substance Designer. I messed with the program a while back in a failed attempt at a DOTA 2 contest, haven't revisited since-- but I'm always curious to see how successful projects like this one have their stuff set up.
I'd love to see the node network in Substance Designer. I messed with the program a while back in a failed attempt at a DOTA 2 contest, haven't revisited since-- but I'm always curious to see how successful projects like this one have their stuff set up.
Again, nice work!
Thanks!
The node networks are quite complex, so I will probably release a small video overview of it rather then a static screenshot.
These look amazing. Do you mind showing your normal map flats. I'm interested in seeing how your bakes look.
Thanks! Yea I'll post all the flats after I get the materials done on the Mech. Should be tonight or tomorrow. I'll do the full gamut of texture flats+substance graph+wireframes soon as it has been requested a couple times.
Awesome outcome from this model. The only thing I can point out is the visible polygonal edges on the cylindrical hydraulic item on the upper "bi-cep" area of the arm.
The rest of the cylindrical shapes on the model don't have this issue so it's more of an inconsistency than an problem.
Looking forward to seeing the environment you put him in.
Awesome outcome from this model. The only thing I can point out is the visible polygonal edges on the cylindrical hydraulic item on the upper "bi-cep" area of the arm.
The rest of the cylindrical shapes on the model don't have this issue so it's more of an inconsistency than an problem.
Looking forward to seeing the environment you put him in.
Thanks for the comment Anthony, that part has been jumping out at me too, everytime I see it. I've been meaning to fix it and I guess I should.
Just to completely ignore EQ's recent post on How to Post on the Internet:
Really really solid work! I really like your highpoly bevel widths, it all just reads so clearly.
this looks great, but what are you trying to achieve. Can you share you reference image for what you are shooting for?
I am not working from one specific reference, just "african dirt". This will be 1 of three materials for terrain painting, the 'mid' level. There will be a version without rocks and just dirt, and then a version that has even more rocks.
Loving these dirt materials you are doing. The second one seems a bit busy with the smaller pebbles. Maybe dial back the amount for a little more rest.
Loving these dirt materials you are doing. The second one seems a bit busy with the smaller pebbles. Maybe dial back the amount for a little more rest.
Yea it is crazy noisy! I think this will get remedied after I start laying down some of the less noisy blend materials.
First test with Unreal 4 and vertex height blending.
Replies
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Misuo - Haha, thanks, there are plenty of people much, much better then me, but thanks for the kind words!
Can I call you the chef?
or the master Baker?
Bake boss?
pmiller001 - Chef Quackenbush, hmmmmm, I LIKE! Thanks :]
Ged - Thanks bud.
Thanks!
Merged the new material from the arc gun, back to the assault rifle and refined the materials a bit to add softer wear. Now to pass the material back to the mech, refine a little and then pose the mech!
I'd love to see the node network in Substance Designer. I messed with the program a while back in a failed attempt at a DOTA 2 contest, haven't revisited since-- but I'm always curious to see how successful projects like this one have their stuff set up.
Again, nice work!
Thanks!
The node networks are quite complex, so I will probably release a small video overview of it rather then a static screenshot.
Thanks! Yea I'll post all the flats after I get the materials done on the Mech. Should be tonight or tomorrow. I'll do the full gamut of texture flats+substance graph+wireframes soon as it has been requested a couple times.
Just noticed a little bit of material funkiness on his head, will fix later.
The rest of the cylindrical shapes on the model don't have this issue so it's more of an inconsistency than an problem.
Looking forward to seeing the environment you put him in.
Thanks for the comment Anthony, that part has been jumping out at me too, everytime I see it. I've been meaning to fix it and I guess I should.
Side-note: Great Polycount avatar
Really really solid work! I really like your highpoly bevel widths, it all just reads so clearly.
Spoon - Ha! Thanks.
I'm starting the scene that this guy goes into. First up, procedural textures and stuff!
Please crit the shit out of this.
For the terrain I will have three main textures, pure dirt, dirt with medium rocks(below), and heavy rocks in dirt.
Dirt with medium rocks.
I am not working from one specific reference, just "african dirt". This will be 1 of three materials for terrain painting, the 'mid' level. There will be a version without rocks and just dirt, and then a version that has even more rocks.
Yea it is crazy noisy! I think this will get remedied after I start laying down some of the less noisy blend materials.
First test with Unreal 4 and vertex height blending.