Cool execution, for me it's cabling that really sets the overall vibe by unifying a grungy industrial - cyberpunky service tunnel type aesthetic so curious if generated 'on the fly' or referenced? also probable nitpick but anyway a light coating of dirt/oily dust layer I think would be a fairly nice addition?
Had a busy few days. Not much time to sculpt, so I just played with it a bit and blocked in a slightly more detailed version of the face while testing different settings for my brush. Not going to keep it; just wanted to try it out. I'll do it properly later.
Hi there so I'm trying to set up a toon shader. But I'm getting confused by how to set it up with the textures I use. Here is my screenshot of how i have it set up. Trying to get a simple cell shade or toon look on my character. Sorry if this picture doesn't help much. Never took a picture of shader and tried to get it…
Hi everyone, does anyone here know why this could happen? When I texturing in Substance Painter everything is fine, but when I export PBR to Blender, why does this happen? The seam is ruining the shading. But in substance everything is fine. This is the Substance Painter setting when I want to export to Blender.
am sure something can be worked out, but generally in my experience its easy just to take the total and split it equally between everyone. Simple and the fairest way. However, it might be an idea to see who exactly is going to be wanting food, and maybe go from there. Set a hard and fast meeting place/time as it's common…
Another update. I’ve now moved into the material phase and started working on a first pass in Substance Painter, using my low poly rock assets. Right now I’m focusing on establishing a solid base, studying reference closely to get a more believable balance between exposed rock, wear, and surface variation. This is still an…
@pior Also didn't have a drawing tablet at the time, actually still don't but currently looking at XPen's Artist 12 for what I want to do plus within budget of what is affordable. As for using AD to sketch with, well once I became comfortable dealing with each layer - masked curve grouping and various output settings this…
Hi everyone, We are looking for a first-person weapon animator/rigger for our tactical FPS project, built in s&box / Source 2. We will provide: * weapon model * already rigged first-person arms * textures/materials (if requested) * reference examples for weapon positioning and animation style (if requested) The weapon…
Not to burst your bubble or anything, but these events are little more than tech demos and an open bar. Granted, they're decent networking opportunities and you can meet some industry heavyweights (I met Peter Molyneux a few years ago at a similar EA event, to name-drop shamelessly), but just remember that a lot of people…
Today I want to share with you tips on using Udim, texture sets, texel density, padding, mipmapping and other techniques in various situations and when errors occur. This material was created by the author himself, but it also includes information obtained from other sources. Editor and creator of the idea: Daniil Lyapin…