Hi, Just wondering if Substance Painter contains a generator where Position Map is the primary input source? I am thinking about a Dirt/Wear overlay where I would use a Position Map baked along Y axis to produce a natural transition between Wall and Floor, for example: I want to create some procedural dirt at the bottom of…
Very nice. In terms of finest details, the fabric elements could perhaps be further differentiated from one another for instance by giving one of them a visible texture (like a mesh fabric) - but only if the resolution/target art style allows of course. Also, more elements could benefit from graphic weathering similar to…
Thanks Pangarang, I have mixed feeling about the 2nd building. anyways here is my progress on the third texture map I tried to make it dirty hopefully its not too dirty. Its pretty close to get done, and then I will go to the upper storey's texture to match those with this one with some dirt.
This is really good. Especially for one week. My only suggestion would be on the texture work. The dirt look like it was placed arbitrarily. Try to imagine how the dirt got thrown on there to begin with. I've noticed a lot of times dirt is subtle and tends to pool near the edges. example...…
Thanks for the honesty. I need the wakeup call more then a little azz kissing. I wanted to show something I have been using for years. Vray Dirt shader has been amazing and its super versitile! I use it in a mix and put a clean texture in with a dirty, and boom, instant dirt! Here is an example. I can post a tutorial if…
Needs dirt, lots and lots of dirt. Everything just looks too clean, dirty it up a bit and you will see quite a difference. Just add dirt and grime to the rims and edges of things, thats usually where it gathers. Plus your brick texture looks like they are just legos stacked one on top of another. It need to look more like…
added more detail to the arms and legs,like a slight tan and hair. dirtied up the suit slightly but i didnt really want roll in the dirt dirty (since greeks were very clean) as for the "skirt" i kept it as is for 2 reasons 1. ive seen many variations some reach close to knee and others are up real high. 2. easier to animate
hey jostvice this post grabbed my attention cause the first model I textured was one of these tanks! Anyway, my first thought would be change the color from green. I am no expert in the fuel tank field but I have not seen many green tanks. I dont know the context of this scene but I would dirty this thing up as much as…
Hey folks. I've had a thread running over at the UDK Forums for a while regarding my quest to get true shaped anamoprhic bloom in the Unreal engine. While my original technique only proved to be so useful, I recently was talking with a friend from work, who suggested a new way of doing so which, once I got working, has…
I'm feeling much better about this now. Adjustments made, including turning the body into wood. I have a tumultuous relationship with texturing and especially the idea of "dirt". I could probably rant for days but I won't :p . I understand that the industry needs it, so I need to be the problem solver they are looking for.…