Almost everything we make is done from scratch in designer and either used direct or applied in painter. The only real exceptions to that are organics like rocks or ground surfaces where we use photosourced textures in conjunction with designer because it's just so much faster than building a convincing material by hand.
These are going so quick I added some extra characters. The male centaur is extra, figured i could make a variation pretty quick once I had the horse base mesh to go from. A prehistoric red deer vibe for him. The females face feels a little off, but doing faces takes as much time and energy as the entire rest of the thing,…
Hi! Nice model, but the materials could definitely use improvement like you said. First thing I would do though, is add some more dynamic lighting / environment. Right now it's too flat, and with these flat viewing angles as well it's quite hard to tell what the material is doing and therefore do any meaningful work to it.…
Feature request for colored Specular PBR workflow as alternative to the metalness workflow: Metalness workflow is Binairy and dus not support subtle blending of metalic and non-metalic surfaces without creating artifacts and white fringes.
Don't be afraid to use more geometry or ngons. Having a lot of edges terminating on one vertex can cause a lot of weird pinching, especially when close to other verts or not on flat surfaces. You can get away with lots of poles or messier topology on flat areas of the model. Also don't be afraid to break up the model, the…