Hey everyone. =) Final WIP update before final renders, closing in on the finish line! The scene is now in its polish phase. I’ve refined the layout, filled out the spaces with props, tightened up materials, and brought the lighting close to its final pass. I’ve also been texturing several key assets in Substance Painter.…
I added more triangles and remodeled a few things I didn't like. Added missles, redoing uvs to fit all the new stuff. It's still under 2000 tris. I can't remember it's late. :D I should start texturing soon again. I hope to finish by Sunday. I was playing with decals to deal with the text, and other things that don't…
One method I've been using recently to symmetrically place decals/other textures on models was to overlay them on layers in Photoshop's 3D view. I'd lay the texture over the model in the top, side view etc. and merge the layer down onto the model diffuse texture when it looked aligned with the model properly. I used guides…
made a new stripe mask map. I used polypaint in Zbrush to get everything lined up nicely. I made a few little adjustments to the texture...thinking I'm mostly done with the bike I started messing around with decals. I'm thinking that I'll have geometry overlayed on the areas of the bike where I want decals, and I'll make a…
Hi folks! Here's my contribution to the latest artstation challenge! I'm working on my own concept (an abandoned Excalibur desperately waiting for Arthur's return in a decaying church). As of today, I think I'm done with most of the modeling, with just the vegetation remaining. Then, it'll be time for all the texturing and…
Valandar, just remember that adding more lights that only cast light won't add too much to render times. Its the shadow casting lights (especially omni lights) that will start to really lengthen render times. Some "basic" lighting set ups in order to get a natural feel, look like chaotic messes. Just try and put some…
Alright, so here is a little tutorial on how to add a texture decal on to your texture with the Quixel Suite. For this example I used my UZI once again, this time with my updated textures which are still a work in progress, dont be mean! For starters, we need to find our decal, here is the one I will use (its already cut…
Xoliul, a note for the lighting issue with foliage as well. This is another method I use that works well for me with lighting vegetation. When you place your decals the normals are perpendicular by default and thus can cause lighting to affect it at undesirable times. If a decal is placed on the ground perpendicular, you…