Hi guys, im in search for texturing app that will make me a happy artist. The perfect example of what i want is PainttoolSai with it's magnificent color blend and perfect brushes. I never saw anything like that anywhere, and i wonder where to find it. The thing here is that i need it to be 3d. I tried zbrush but texturing…
I merged your new Topic into the thread you have already. Keeping the same project as replies within the same Topic will give people more context when they're formulating feedback for you. By default it also sends notifications to those who have replied before (unless they changed their notification settings). As for…
I guess Substrate is the solution for having metal partially blended with non-metalic surfaces like dirt and paint without the problems the metalness workflow had with such blended materials? But what workflow and export settings would you use for Substance painter > UE5 substrate to get the correct effect?
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
Looks awesome! Im a big fan of that cityscape background, it blends so nicely with everything else My only criticism is the combat animation, id like to see it a bit snappier on the timing and maybe a longer reach :) Great work!
You should try to find more reference of this location, so you can see it from different angles, closeups, without the motion blur, etc. One image isn't going to give you enough information, especially when you're just starting out. A lot of reference is key! Landscape in games typically mixes two main techniques...…
Doesn't looks that way. I had a hope anything convenient would appear soon two decades ago and here we are. In all honesty the content creation software doesn't look like evolving much in general. it evolved and frozen already with a few cosmetic changes each years and rarely something new. It's stack in old approaches ,…
The main drawback of asset packs and material libraries is that they cover too small square area like 2x2 m and designed for tiny texel size. Those materials are just flat snapshots, no way to change details distribution or re-composite easily . Also you lose a way to do any conscious art selection what key things to show…
Looking good, that UV unwrap job is a nice one good use of space =) The Ben nailed what I was talking about. You don't need to go as extreme as painting the entire background one color. Just put 1-2px of padding that matches the pieces color around each piece so the alpha mask doesn't pick up and try to blend with the…