Thats awesome man! Its cool to see it working in sketch fab too :) I know the launch was kinda buggy. but cool to see it working now. The biggest issue i have with the texture (as a true borderlands 1 lover would) NOT ENOUGH DIRT! :D . Some people hated how brown and dirty BL was....Not me. Love the dirt. Love the grunge.…
Hi all, I made this piece of environment inspired by a concept by Odewill (you can find the concept here: http://odewill.deviantart.com/art/ShadowGuardian-Torture-Chamber-205443144) This render made using 3DSMax default renderer. Light set up using several omnis and spots w/o casting shadows. All shadows added via shadow…
i've learned from working on Exanima that it could be an absolute nightmare if character customization, particularly armour layering, isn't properly planned out before making a bunch of assets for. I definitely won't be doing armour layering that's for sure, we'll just replace body parts with different pieces of…
That bottle trick is so dirty, I love it. Looking good, whenever you come back to it I would paint some dirt variation into the barrels, but top notch stuff =) .
ok, windshield and windows got a bit of dirt now, window ledges dirtied up a bit too. different render btw, too, messed around with exposure control and stuff.
i like the dirty windshield, but the exposed glass area that's been cleaned by the wipers should be more shiny and reflective than the dirt. right now the difference in specularity for those areas is indistinguishable.
is that leather ? if yes when leather gets worn or dirty it doesnt accomulate dirt like metal, it tends to get ( cant remember correct word ) ripped, hold on images work best :
You're modeling is solid, your texturing falls flat. Grim and dirt usually collects around cracks and crevices. maybe fingerprints on the binoculars. The roughness is flat and the lighting reacts the same all over the piece. But in real life, we have roughness that differs, some reflects light more then others. And you're…
I'm pretty happy with the state of the interior now. I've learnt a lot about substance painter but there is still lots more to improve. There are a few images of the interior here and Id love to hear feedback on what I can improve or change :smile: View from the front right of the interior: View from the front left:…