Hey all, got an update. I decided to take @ParksMarks advice and redo the lighting a little, focusing on getting some colour in there and removing all of the point lights in favour of spot lights. I also made some adjustments to the scene, unifying the top trims with larger, more custom elements and building out a floor…
Ive made lots of changes, added a brick trim around the edges of the buildings to break up the sharp edge. Also added another trim to break up the repeating patterns as well as laying out more buildings. Ive finally done a very rough preview (since it takes bloody ages) lighting build, just a simple directional light,…
[SKETCHFAB]159adea17da346ff87ecfc9f3be98ae3[/SKETCHFAB] Here is a rock I made yesterday. I'm actually really happy with it. Spent some time going through the 'rock thread' and picked up some good tips. It's sculpted in ZBrush using mainly the Trim Dynamic and Trim Smooth Border brushes. I made a few custom rock alphas to…
yea, composition and layout are critical, being able to look at the whole big picture and see where you need to strategically add detail and where you can save time. from a technical standpoint, get comfortable with using modular kits and re-using a ton of tiling and trim textures to build environments with a few core sets…
when I try to use the trim dynamic i'm getting this weird behavior. i just want it to be able to flatten out as i drag the brush. sometimes it works on some models and sometimes it doesn't. anyone have any idea on this?
^ thanks for tips! I decided to make a generic modular panel for portfolio. it's supposed to be fairly large but i think i made edges too sharp anyway. Some additional normal map details will be added in photoshop. low poly is currently at 780 tris. is that acceptable for such piece? i'm leaning towards turning that whole…
Hello everybody, I'm experiencing an issue when I export displacement maps from zbrush. It seems that the software can't catch deepest details. Let me show you some images to be more clear: This is a close-up of the high poly in zbrush, but when I link the map in maya and try to render with arnold, what I get is this: As…
I've made a few more assets using the wood kit and trim sheets as I previously mentioned and started adding these into the scene. With these and some of the other pre-existing assets I've started fleshing out the camps a bit more to bring them to life. As well as tweaking the lighting to be brighter as @RobeOmega mentioned…
Pipes appear squished look weird, as well as the white floorboard trim. I'd say do the trim in a gray or not have the red on the wall. Exit sign painted on wall killing the vibe for me. Do rotating mounted fans or some other element. Bricks seem to small, scale up in UV editor. What grounds the mirrors edge stuff is the…