Thanks a lot Assassin it looks like I can get some amazing texture out of that brush. One of the brushes I've used in creating stone work is the mallet brush. It's very similar to what you're saying only it used the Drag Dot stroke which forces you to actually hammer away at the model like you have a mallet. I've found you…
your maps seem quite random, the diffuse is very plain and has few interesting details. the specular seems over the top, and the normal map has a lot of noise and very tight edges meaning you're not going to get any nice height informatiom - and as you can see in your rnder, the bricks look very flat. you should paint in…
deferred shading IS NOT SAME AS indirect lighting indirect lighting takes the scene's geometry into account, whilst deferred shading can only lit what is "visible" in the current frame. With deferred shading the main benefit is indeed that you can do multiple lights on screen at much lower costs. The major drawback is that…
The project I'm finishing up right now called for a creation of a terrain almost as large as yours. The idea was - a student would drive a car down a road following a GPS-type map, so the road network has to be very close to the real map (same goes for elevations and such). The way I built it: I traced all the height lines…
Hi. my name is Adrian I originally from the middle east, I’m a 3d artist specialized in creating hard surface 3d models for Tripple A video games. I started my 3d artist career by creating game assets for local mobile games liek shofer and I gradually shift my art for next-gen pc and console. I have over 5 years of…
Hi there, I have been messing around with Zbrush3.1 polypainting tools recently. Some parts of the workflow are quite elegant, yet many others still smell like good old ZCrap. I painted a face using RGB information (used the 'Flat' preview rendering option for that); then tweaked and applied a fancy Matcap skin shader that…
Hi Everyone! As part of getting myself up outta the dirt in 2015, I am getting my bake on. Previously I haven't done much in the way of high to low baking; it's a weakness in my current skillset that I aim to rectify ASAP. So I made myself a really basic asset (an axe) in Zbrush, retopo'ed it in 3DS Max*, UV'ed the low…
Colonize Mars is building a simulation of a mars colony that will be a collectible trading card set as well as a lightweight interactive colony map on our website. We need someone to help us build the assets to construct the colony map by using our trading card artwork as reference. We have split this up into 4 distinct…
Howdy folks! TLDR: Im a hard surface person and want to learn to make my own trees... any help is welcome along the way! I have lurked around these forums for many years and am excited to jump in and be a contributing member of the community here at Polycount! Short introduction first... Im a Senior Environment Artist with…
Weapons/Prop Artist About Skymoons Skymoons
Interactive Entertainment are an immensely successful mobile game company based
in Chengdu, China, who have recently begun their expansion into western markets
via the opening of Skymoons Edinburgh, an ambitious new studio in the capital
of Scotland. Skymoons Edinburgh are…