Hey. So far it looks nice If you wanted to copy the concept art, you are progressing quite good. At the same time there are quite a few things you need to improve. The steps are too linear. Look at the concept art. All of them are sort of bent. At the same time, they are not following a pattern. Some are bigger, some are…
Beautiful ! I like the greenish cement/stone wall, it's definitly not a colour I would have gone for a stone wall and that kind of building but it kinda works well ! Nice job on the snow, I personnaly always have a hard time painting it and yours definitly read like thick snow. I don't dig the chains. They're too flat.…
Lookin' good, I like where it's headed. Although it's a bit too symmetrical atm, and paint by numbers. I've seen this type of environment a few times now.... I'd figure out a way to have less symmetry, and something stylistically that will set this apart. Possibly use yin/yang red and white dragons to theme the scene?…
Hi all, I'm working on the character customization part for a tiny game in Unity and I want the player to be able to change the skin color for every face texture (or hair texture). After some attemps I could think of only two solutions: a) paint all face textures in all skin shades in Photoshop and then swap textures in…
Hi all, i spent quite of time practicing of stone sculpting/texturing, and hope did not that bad: But for now i can't say i'm really happy with my workflow: - Sculpt something stone-looking - build up base colormap of cavity/peaks (sometimes) - Bake maps/matcaps - mix photo textures with bake to get something looking like…
Hi! I’m looking for advice on implementing a game asset like this. It’s a platform made up of several objects placed tightly next to each other, forming a single surface. I’m interested in methods to texture-paint such an object as shown in the screenshot. I want to achieve a seamless surface — say grass, a meadow, or…
Do somebody know a good, convenient soft to compose multiple rendered fragments? mostly from Zbrush into tileable textures ? The one able to combine Z depth in a way, fragments would intersect to each other properly , according to their depth. Rock pieces/stones for example . Many programs can do so to some extent but all…
Agreed with everything that was said so far. One reason for the grass being so high contrast seems to be that the tufts are mostly unlit. Maybe a translucent/transparent shader that can't receive shadows or needs some serious dialing in? Either way, it's a major problem that needs solving. There doesn't seem to be much of…