feels like the sky doesn't belong with the ground in terms of art style. the way the grass is rendered and the silhouette of the trees has a sort of choppy feeling like an oil painting, but the sky is simplistic with clean lines. maybe there is another skybox you could try that would make it feel more like one cohesive…
Hello! I've encountered weird artefacts after light baking. I tried to bake it several times. First, I did test bakes at low settings for speed and noticed that usually the second bake produced these artifacts. To get rid of them, I had to discard the changes on github and start over. Now it seems that increasing the…
Are you baking averaged or non-averaged in S Painter? You should always triangulate the low poly before baking. Triangulating the high poly is unnecessary. Long, thin tris and especially multiple of these that converge at poles usually result in shading errors. I would recommend rearranging the low poly topology to get a…
Hey EricChadwick and Bugo - thanks for your help. I've tried both solutions and still nothing is really helping. Not sure if this should matter, but when I baked the normal maps, I separated out the different sections. ie the rims across the top and bottom were detached and rendered separate from the main body of the bin,…
I'd say anything that is reusing a lot designer is king to build the trim sheets or tilables. Any unique asset will profit from sculpting. That being said, nobody is stopping you from using designer generators, textures etc to texture your uniquely sculpted mesh
You ideally never want to have multiple material assignments on a single mesh. If you combine, use a trim or mask approach, if you have multiple materials, then split
Hi Guys!! I have added some props to my scene, made some adjustments to the lighting, add water puddles using vertex paint to the ground, made a trim sheet to use it to make pavements and blocks for the ground:- Here is the Trim material I have made entirely in substance designer: and here is some beer for u guys :D So in…
Very impressive! I like how you have it clean but still look used! (scuff marks around the doorr etc) One thing I noticed is that the trim on the ground is very clean. Even for a clean enviroment, I'd expect a few scuffs along that from people brushing against it or stepping onto the white trim. The crate by the door…
I think the colored metal bits should be a bit brighter to contrast just a bit more with the armor, or perhaps make the red shinier? I would definitely say the red fits an anti knight. You could even try doing two variations of the colors on the different trim pieces (I don't even know if they are called trim pieces…