In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…
Material wise, you can break up the gun into a couple of materials (one for polymers/plastics, one for metals is a nice common way), but most of the time the weapon itself is one materia. This also includes the magazine (since both are always being called/on screen), but it can be split and seperated. Any sort of…
You asked for it. Remember you can also ignore this post. If you did not appreciate the response. Long story short; its very cold & mechanical but i don't see much cuteness & fun factor, (for me). Think a stylized approach to this kind of design would've spoken louder than a startwars rolling bot (one of the many they seem…
Great progress so far. Mesh Fusion is really doing your work flow some good, it seems. For the door you've made specifically, I think there's a number of things to improve upon when it comes to readability and design. Essentially my criticism falls on the fact my eye hasn't anywhere to settle on. I think this is a…
If I have any geometry in the viewport with Mia Material X applied to it then everything displays ok. As soon as I connect texture to Mia Material X the geo in the Maya viewport goes pitch black. I am having to apply textures using Maya Blinn and once I am happy with the texture placement I reconnect texture file back to…
Painter docs seem to indicate their UV Tiles system is different than regular UDIM workflow. But what’s different here? Isn’t it just a single material getting multiple texture sets, like most apps do with UDIMs?
Hello everyone, I'm currently working on a trim sheet material. In the image, you can see a piece of furniture that I'm texturing using this trim sheet. My goal is to use the same material to texture a few more furniture pieces or props. I'm trying to achieve the look of a walnut wood material. I'd really appreciate it if…
Usually when someone hears those words, they have a portfolio full of non-textured zBrush sculpts or renders that aren't using a game engine. Materials are often lacking or missing and the projects in their portfolios seem unfinished. Most game artists are "end to end solutions", meaning places don't hire people just to…
For most materials, this makes sense. But gemstones are better done as pure geometry, since refraction and dispersion are essential. Why would you want to make a flat gemstone material?
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…