2 months of modelling from scratch, texture painting, and then loading it all into unrealhardly perfect as i'm still learning, but i'm really proud of this one
got the toon shader done and working with all the lighting. I have strategy and workflow for this game's look. Basically I have created atoon shder with all the controls I need but has no color. Instead of coloring each object I will just "paint with lights". My toon shader is designed to work with the Unreal lighting…
@Fabi_G Love the atmosphere and shadows! I can almost feel the warmth of the sun. Beautiful. (: I have added base colors and shadows to mine - time to finally paint the details.
Toolbag v4.06 (4064)Win10laptop Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz 2.30 GHzRam: 8.00 GB64-bit operating system, x64-based processor Hi! Trying to paint opaque albedo over a toolbag material. Placing the paint layer under the material layer knox out the paint layer and when the material layer mode is multiply paint…
There is the current stage of the scene. At first, I created MM for ID masking and Vertex Paint, but then I learned that I can't use Vertex Paint for nanites :( After hard thinking, I decided to take good textures for wood walls from textures.com and modify them for my wall needs. As they should not be damaged too old they…
It has the stressed, overworked, cynical tone of an art director. I think it's 100% legit. That company not only hired AI bros, but ones that don't know how to use in-paint
Hello Polycount, I have been looking for a solution to this for a little while now, basically i need to find a way to achieve this faded paint on concrete effect as shown in the image above with vertex blending. I know the typical approach for texture blending is to use a Height-map as a Blend-mask, but since the concrete…