It's coming, just they got the timeframe wrong. Most likely it will be a century for full one button AAA style graphics. But advancements have been made for smaller assets. Consider SpeedTree for instance. I'm sure they will perfect tools that deal with objects that are static and static environments as well. Anything that…
hey travis, that looks really promising! a familiar interface like yours is certainly welcome. do you have a 'lazymouse' feature (a la zbrush. mudbox has it as well but i can't recall how it's called there) to stabilize long brushstrokes? also what i find always very welcome for 3D texturing is the ability to draw or…
I would disagree. In the comics the 616 universe has been shared for decades, and they've had plenty of stuff more grim than that car scene while still having books and characters like Squirrel Girl. It's not uncommon for one title to carry a different tone than another, especially when one deals with cosmic-level threats…
i played the full version last nite for 2 maps.,, and i don't recall seing a single ad, i'll be glad when every game is using this ad software so maybe all you retards will no longer be clouding up my internet with your conspiracy theorys, and unfounded allegations. i've noticed a good deal of you guys acting that this is…
hey there polycounters another update. added mist, chipped some more the tiles, added some grunge to it (in the seam between wall and ceiling, and in the connection between tiles and row of bricks). brightened the color of the brick row, that was very dark giving the impression it was a row of black tiles (indeed when i…
I think you have too much going on in your material, seems a bit over the top for a building. When you look at most all buildings or walls, they're a single color with some very repetitive bump, or in our case normal maps. You might try just zapping out your diffuse and your spec map and using a flat color, let the normal…
I have never found a real solution, even though I've been using Sandbox for quite some time. I've noticed that those issues are most obvious when you try to blend two textures which are distinctively different in terms of colour, saturation and brightness. Tiles resolut ion, affects only the textures in the background, not…
For puddles I'd recommend doing it via a blend in the material. Ideally you want to use the (inverted) height information of your floor so it starts filling into crevices first before it covers large surface areas. If you are thinking of populating a larger level using decals.. all the puddles will be the same shape or…
I like the general idea here, but as you said it's still looking a tad boring atm. I like the light function it's a nice touch. I also like the spec you got going on those electrical box pipes, if you could find a way to mate them to the floor a bit better they would rock even more, maybe a shadow or inset decal. Just to…
Hello! I’m excited to share the very early stage of my new Unreal Engine 5 environment art project. This first phase focuses on blocking out the space and exploring the core ideas behind the scene. I’ve gathered thematic reference materials, used AI to generate early concept directions, and I’m actively collecting…