This might be sketchy, but you can just try pulling out the values from the green channel of the normal map, and use that as a mask/multiply layer on top of the diffuse. Since the Y channel of the normal map stores the normal vectors that face up and down in uv space, you might end up with the effect of having a light…
You should look more into polishing the materials. So far it looks solid but it doesn't feel next gen like Unreal 3 or GoW. A lot of it comes down to how you use your spec and a combination of subtle normals with hardcore grunge. Unreal material editor is very powerful and you can make the simplest of textures look…
Yep...pretty devastated. It's not too bad. I can distinguish red flowers in bushes, even if the reds are more desaturated but apparently I can't pass the color test and I have a red-green deficiency. I never would have thought this was the case for me... I do have a driver's license so it's not severe but I don't want this…
Hello! I'm looking for a few people to add to my team. I'm currently making a fighting game in UE4 by the name of Origin of Storms. It is a mix of Marvel's speed and combos with Bloody Roar's transformations. Instead of transforming into beasts, characters will transform into elemental versions of themselves. So far we've…
Hey Guys !! :smile: I´ve been trying to make a a Dota2 /LoL/Wow character /model, I researched and found that to make an easier and more detailed handpainted , what PRO´s usually do is to make a high model in Zbrush or whatever, they sculpt all the details and after that , they make a retopo. The magic becomes when they…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
@Doodlok well, he looks like he's in a cave rather than below a bright sky, don't know if it helps. Try bringing a low opacity light blue layer over him. light blue rim light over the right shoulder too maybe. You could also move him to the left some more, the tangent with his hip and the tip of the boat is a bit…
Hey Voodoo. A few pointers. If you want to get better at painting textures in general work with an imaginary lightsource. It might not be that contemporary, but it's good practice. First of all contrast yes, except on the nipples. If you take it up it much easier to see where there should be darker and lighter areas.…
i'm not that much into the whole environment process so all my answers might not be totally right, so what i know Manuel is baking the lightmaps with maya, i built a directional lightmap shader that takes the normalmap into account for blending the lightmaps, i did this with the help of some technical documents from…