Hello all. I am currently working on a character and I want it to have pixel textures. I am confused about how to straighten uvs. I am currently trying it with this simple mesh, but whenever I try to straighten it, it looks deformed and you can see the stretching on the checker map. I tried different values of the…
You could also use the trim curve brushes as well (not the Trim brush). If you want a really nice refined curve then your should retopologize the dynamesh you have (Zremesher should be fine) and work from there.
Hi everyone! I'm new to this forum. I'm a student in Game Art & 3D Animation and I just recently finished a school project focusing on modular assets. I decided to create another environment with modular assets. After watching Brian Recktenwald's masterclass on environment design, I decided to apply his workflow. I made…
Most recent: I started this new environment project about a week ago. Its a off world research base designed for barren planets and moons. It is created mainly with basic geometry and made a tiling texture and trim texture. I am still a beginner with substance designer but I manged to make a decent texture and exposed some…
Working on a peice for an environment. This is still WIP b/c I want to do more work on the stone look, but this is going to be a tileable decorative trim that I can use for arches and trims alike. Off to bed!
In terms of organic sub-d vs. hardsurface there are many differences, but perhaps the more important workflow difference with this specific enviro is the one that arises out of your choice to use unique-prop/modular-instances or tiled texture sets and trims, because that will determine most of your workflow and how much…
Hey, I decided to start a desert temple / tomb environment. The main things I want to try and practice are vertex painting and trim sheets. So I will be trying to re-use trim textures as much as possible and keeping my tiling textures for places I want to use vertex painting. - Current - The environment will be inspired…
Got together the roof and floor trim today, probably going to redo the roof trim at some point, it just stands out too much. So here's a in UDK shot, really need to fix those seams!
Changed the dust particle as it was somewhat looking more snow or dandruff the dust the be smaller then it currently was and made new textures to replace some in the engine a the carpet felt distracting with the gold trim. Also added an trim sheet for the drapery and banners across the scene.