Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…
Tachikoma from Ghost in the Shell: Stand Alone Complex Season 1. Started in 3ds Max, then finished in blender, Bake in Marmoset Toolbag, and textured in Painter. Below are simple screen grabs in Painter with basic viewport settings. Thoughts are welcome on anything but I am far more concerned with material definition than…
Back again! Most of the work over the last 4 days happened on paper, not in-engine. I put together a rough prop list to populate the scene — about 50 core items, but many of them will have variations (like different tables and chairs). So yeah, I’ve basically signed myself up for a fun little adventure of modeling 150+…
TLDR: Your stuff is too clean and lacks a soul. Ideally you want to create art (for games anyway) that doesn't look like it's a render from a corporate catalog. Example: Your problem isn't so much the models, but the materials/lighitng/composition of your scenes. Most models for games and environments (yes those that…
Forgot to update on here for a whole month oops xP Most of my attention on the environment side of things has been diverted to the street level until this point. Here's what I've managed to get it to so far: Right now everything is still super rough, and my current focus is bringing as many assets as possible to the "base…
Yeah you won't immediately see any evidence of vertex colors when you import your model unless you apply a shader/matarial that uses them. If you import the Standard Assets (Mobile) unity package into your project there is a Mobile Vertex Colored shader in it. Right click that shader -> Create -> Material. Then drag the…
I may rework the character model geometry in the future, at the moment I just wanted to focus on the lighting. I felt that the 2018 model was very poorly lit with the materials not being defined (like subsurface) and little to no definition of the form, shape and details. By adding some rim lights and reworking the…
IMO, I think it's even a stretch to say that a mastery of organic materials =/= mastery of environment assets. There was a great thread last year that talked about how to design hard surface props by studying how practical engineering works. http://polycount.com/discussion/190796/studying-machinery-for-hard-surface-art Of…
This looks like a fun project! Looking at the concept before reading your description, I thought the liquid appendages were supposed to be tea, not honey. Coming as they are out from a teapot and all. So you might want to seek ways to clue the viewer in that it’s honey, like adding some bits of honeycomb, or maybe some…
Some more bugs, all from version 1.4, unsure if any of these have been reported. 1. Custom Material Creator - Unable to create a new material unless I have a new documented open. I provided albedo, tangent, ao, specular maps at 512x512. Quixel does some stuff then gives an error 'ComException (0x80042260) General Photoshop…