@Ashervisalis Thank you for answering. I didn't make a concept art, but I was inspired by this concept art : https://www.artstation.com/artwork/4bNlJW made by Jeon Hyun Ho and I understand with is stylize. The main reason why the texture is similar, because it made with the same trim sheet. My wood texture is make…
Make your UVs NON-Squared (1:2 oder 2:1). After laying out your NON-Squared UVs, stretch the NON-UV Layout to full 0-1 UV Space. So that you have stretched UVs. I import then to Substance Painter and Bake. After exporting your Bakes you can make them in Photoshop 50% in Height or Width and you have your non-stretched…
Hello I got into zscripting not too long ago but I thin it's pretty cool because I always find stuff in Zbrush that I despise doing over and over again. As example extracting mask without thickness and a good edge that doesn't look all messed up. Why can't we bake all layers on all subtools with just one simple click in a…
Welcome to Polycount! That looks great so far. The way this WAYWO thread works is for people to embed a single image, with a link to see more. The best way to get feedback is to make your own dedicated Topic, then people can give you targeted critique (would also help to include your reference images!). Check out How to…
Get Panel and Vent Maker from our Gumroad Store! This tool made specifically for [b]Substance Designer[/b] will allow users to quickly generate an infinite variety of panels, vents, and reliefs in any shape. Panel and Vent Makerhas a wide array of customizable attributes to make controlling the output easy. 75 unique…
So i spent a lot of today working on the base mesh(es) and getting them where i wanted to be. i used the mesh i made for rogue, but modified the topology in places that i felt were underperforming or making my life difficult later on. i like to use the base meshes for the final topology where possible, and one of the…
slowly getting back on working on my OC after being frustrated with it for a while, still defining the forms/proportions but it already feels way more skin-like than before also, another weapon concept attempt, really liked this one, i will probably make it
this crit is abit late for this model but maybe for the next- a door like this should have a REALLY simple uv unwrap, I would hve said that 1 shell for nearly everything and then a couple of small ones for the handle and the doorstep (lintell?) this will maximise texture usage and give a cleaner bake. edit ^ Mop got there…
Yeah I agree with what Eric said. I would also avoid adding too much detail until you're certain of your shapes. Try to also think of real world construction when you model . It looks like this end part is connected in terms of modelling to the rest of the boat. In reality this would most likely be 2 seperate pieces of…
looking for advice on this, I don't really know much about 3d art, more of a 2d artist. So I have a tileset, currently divided into small pieces like so: It's pretty much just a beveled cube divided into quarters and then modified to each shape. They will be joined into the full tiles I need and then imported to Unity…