Recently I have been to Alexandria ( a coastal city In Egypt) and I always spend couple of hours sitting on those sea wall blocks so I decided to make it This is a Fully procedural materiel study in substance designer https://www.artstation.com/artwork/v2bKDD
hi i just took me model into substance to begin texturing and have already come in to an issue, im finding it hard to create this type of paint i was wondering if anyone has any tips or things i could do to get this look? thats what i have at the moment, normally i work on tanks and mechs so car style paint is not…
Hey guys, I've been chipping away at a solo game project of mine since November. I've been doing a lot of game logic all this while and only got to asset creation last week. I tried making a cloud mesh using the world displacement and messing around with SSS and translucency. This is what I got so far. What do you guys…
I created a new project that has three colors in the ID map: Steel, Headlight, ABS Plastic. This is the result I get: Thanks for the last patch - I'm looking forward to the next one. Sk
Im gonna be away from the workstation for a while in a bit. 3d will be inaccessible, so might as well read a usefull book or something. Any suggestions on the matter of color theory and/or lighting?
Hello all! I'm working on a UE4 environment that plays with the passage of time (fast forwarding mostly), and here's a shader i wrote. What do you guys think of the result?
I've uninstalled, reinstalled, repaired, and patched this thing to hell. I've tried deleting the settings folder, too. It doesn't automatically load these things anymore. How do I fix this?
Running direct X mode, been playing around with a reference image, I haven't attempted to switch over to open GL mode. Doesnt seem like raising the dpi would have an affect, should I force the reference image to a scale of say 2048x2048? Thanks for your input guys.
I'd just thought I'd show off this thing I made today. I'm going to be doing a full tutorial on how I did it in the next couple of days. http://vimeo.com/22851818 EDIT: Apologies for poor frame rate, it's buttery smooth in-engine. My computer choked when recordin tho.
Hi @ all I just saw the quixel trailer for they're products on quixel.com There was a really cool and realitic map "bricks" my question is how to produce maps and normals with the same quality and sharpness ? I mean it says 8K texture ok, but that can't be just the reason for the quality. ???