@count essential key to good textures are good resources, your stock for the textures looks kinda weak in the first place which will lead to boring looking assets. try to get stuff more varying look at ACTUAl patterns how they look like how they have different colors in different areas, how everything is not flat. you can…
Hm, alrighty. Technically, if you want to go physically accurate (In this case I do believe it will help), nothing on that spec map should have colored spec except the metals. Non-metals tend to keep to a relatively flat value, read more here. http://www.marmoset.co/toolbag/learn/pbr-practice…
It's not needless - it's in the interest if making materials physically plausible. "control" is the key term here. In PBR - you don't get 100% control over the way specular works. The math handles a bunch of it in a much more realistic fashion; preventing you from making materials that aren't physically plausible, giving…
Hello. I'm trying to animate a model for the Spring engine, which for those that don't know handles animations on a piece-by-piece basis in code (it's sliiightly outdated...). I've made an animation in 3dsmax, but I don't know how to get the rotations/translations (local axis) out per keyframe so I can use them in Spring's…
Hi there! 👋 My name is Alizée Dubois, and I’m a 3D Artist with two years of professional experience creating environments and props for stylized video games on PC and consoles. I’ve had the opportunity to work on several titles, including "Sports Camp: A 35-Game Adventure" (Nintendo Switch) and "Puy Du Fou:The Quest for…
Thanks Eric. At this point I gotta say it's not hard per-se it's just super precise and there's no real half arsing because it looks dumb and inaccurate otherwise. Super fun challenge however. But yeah the payoff so far is huge. You learn so much because you actively research the parts and then recreate them. That's…
I've been researching ways to improve productivity by being able to do more in less time. Just wanted to ask you guys how many hours per day do you find yourself being "in the zone" doing game art. Also known as state of flow in positive psychology. In my case, I counted the number of hours I spent everyday being in the…
Creating convincing metal really comes down to understanding the material properties. Whether you're using the a spec or metalness map workflow doesn't make much difference, those are just different ways to store the same data. Here are a few articles I recommend on understanding PBR, material properties and…
DireWold: yes, that is correct. I've been using 3DCoat in and out, but haven't familiarized myself with it enough to completely comfortably integrate it into my workflow. At the moment I need to learn how to live link it with Photoshop so I can jump back and forth between them. That shouldn't take too much time though.…