Title: Fortress Assault Name: Manny Llamas Country: Canada Software: Photoshop Image created for story art illustration for Digital Extremes game. I began by placing ingame prefabs in Unreal Editor to create the fortress, and its security barricades. When I had the silhouette and eye flow desired for the photograph a…
The process of building a portfolio is straightforward: make art and take some pictures. It's get trickier when you start asking what goes in your portfolio. Ideally you only want your best work that shows your skill and expertise without needing explanation. Less is more, if more is just mediocre. Leave out the one day…
The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
i like the way you show your step by step workflow, really helps me out on how i should also try to setup my workspace, since i am just starting to get into this and don't really know the steps properly (self teaching, uni is still a year away since i didn't get to go this year.) I like the high poly you did looks with the…
It looks to me as if you are going for the interior of an older submarine, maybe a diesel engined type from the WWII era? That is where I am basing this off of. You could possibly save some polys for something else if you take the steps in front of the hatch out. Most submarines, wouldn't have any steps leading to the…
To clarify - I meant inpainting, not generating from scratch. As in get generation from photoshop (kind of what you want, but poor quality) and then run THAT through other NN of your choice or maybe PS again. Idea is for NN to remake existing guiding image with higher details, quality, resolution. With SD you can use…
Out of all the stages, drawing forms the basis for all subsequent stages. Each step informs the next, for example, once you have established a strong drawing foundation you will then be ready to start practicing with tone. The focus of this step is to train yourself to see how light interacts with objects, only once you…
You have averaged normals turned on in XN. You need to leave it at use exported normals. That's one of the main ideas behind this workflow, because baker/engine use same tangent space (mikkt) you have to allow them to calculate the bi-normals. Also, you still need to add padding to your UVs. I think you need to step back a…
Alright lets do it right then. Step 1 Make UV islands uniform in density using textools. Also below are images of areas I plan on scaling up for step 2. Using the failed pack above as a temporary pack. FPV up close areas +125% scale: 1. Silencer 3. Nitrotac 4. Grip 6. Trigger 7. Safety FPV Zoomed areas +150% scale: 2. Body…