So here's the model I'm working on: I'm trying to go for a shading style that mimics arc-system's art style. Similar to this: I'm working on texturing the 'Inner Lines' that Sol's got on his deltoids. From the GDC talk that Junya did on the subject, they seem to use intersecting polygons to mimic an outline. Like this:…
Hello, this is my first post on polycount, i hope this is the right category to post in. I've started using substance designer for a few months now, i feel that i still don't know how to color properly. i'm working on a mulch/bark texture, my workflow starts with the height/normal first then i move on to coloring like most…
Hey all, Just looking for some quick feedback before I progress with this character- I know that joint deformation issues are to some degree inevitable and can addressed with blend shapes, so without incorporating those I'm not sure how off-base I am. I'm basically just testing how well my character is responding to leg…
It's not that Maya does it perfectly, its just that there are a lot of little things in max that add up to more friction for the whole process. 1) The curve editor drastically affects viewport playback speed. You have to either close it, or deselect everything which you are constantly having to do each time you play your…
Welp, I've just achieved it. I only needed to switch some nodes and change the blending with the edge noise using multiply instead of add.. And also crank up the world scalar value hehehe.
Breakdown the repeating structures like those arches into a modular mesh. Use a tiling stucco texture for the building. Use material blending to create the grime and dirt on the stucco. Unique meshes for the windows, railing, electrical box(es), awnings. Try to atlas as many textures as you can. Then do modular pipes.…
Rebaked everything with new settings, boosted the skylight intensity and removed AO baking. While it's much brighter and better than before, I think i've gone a little too far in the opposite direction, so I think I'll drop the skylight intensity to 2.5 or so, and boost the postprocess GI a little instead, as this has…
This is response is with regards to your last post with those textures. I think you need to ease up on the color burn, it should never go to near black. Different parts of your textures look really blurry as well. Are you using the smudge tool? (Maybe it is the color burn again?) I would try and ease off of that as well,…
I agree 100% with the above paintover and was actually about to do just the same. I believe the stretching is pretty noticeable, and if you went in, you could easily remove that. As for the rope texture, I feel it is way too clean. It sticks out like a sore thumb on the piece in entirety. I feel if you dirtied it up, it…
It's probably large meshes, divided up along grid lines. Just regular polygons, modeled and textured in Max or Maya or XSI or whatever. Probably two UV sets... one from the top for most of the terrain, and another projected sideways for cliffs (probably a hand-tweaked projection for each ribbon of cliff, spline UVs). I bet…