I ran some render tests and some of the ambient shadows were too strong(the metal piece at the bottom of the sheath, for example), but that was just because the object weren't close enough to eachother. The rest of the model was fine, so I decided to move on to texturing. I also prepared an ID map to have an easier time…
A few projects ago, I played around with ZBrush's matcaps and materials to try to create some realistic bone and teeth materials (I mainly use CT Scan data to create my sculpts of skulls and skeletons). The first time I used them, they worked well and without issue; but now, they are almost unusable. I van put the matcap…
@Xerafel - dude, nice man- love the details you put on the ceiling and I like that light fixtures design. Oh man, I also liked what you did to the grilled floor- you added some alpha and added details underneath- nice! @Fizzly - awesome! love what you are doing with your scene in general- I liked the whole material…
Critique & Advice Welcome! I'm currently working on recreating Oscar Molin's concept of 'Mergo's Tea House' (with permission), a whimsical tea house style tavern. Original Concept: https://www.artstation.com/artwork/0l32qe I have made it through the block-out phase, and I'm currently finalizing the tiling materials for all…
Hi! Had a look at the .obj in Blender and the material IDs were indeed not correct. Selected geometry by UVs and assigned materials according to texture sets (sent via DM). I don't know what your plan is with the asset, got to say I think it's pretty un-optimised (~1.7 million tris, some iffy UVs + wasted texture space).…
I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
Asking for clarification on the texture limits. What is splitting? Does each "pass" count as a texture? 4x textures at 4096 ... does that mean 4 material trim sheets (for environment), each with any number of "passes", each material at 4096? Like one metal, one rock, one paints, one fabrics? Or does it mean that each…
It's deeply depressing. Who the fuck wants to put thousands of hours into become proficient at character art, shed blood, sweat and tears for it, only to end up making something that's merely an "anchor" for some AI generated dogshit? We're not here wanting to make fucking source material for AI shit to sit on top of.…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
that link won't help you anyway - the thing getting fixed was superceded by other engine changes. from memory I don't think you can set the priority/order on a per material basis so you're gonna want to split this into separate meshes or modify your decal sheet. I'm not sure which option is best for your use case - pick…