I'll be fair, I'm being picky and Substance is all round good software. I just fancy a bit more power, so I'm testing Mari out. I made this list at work a few weeks ago: - Can't backface project, can only paint where the camera is facing - No radial symmetry - No moving the symmetry plane - No lattice/warp deformation…
[Update] I changed the main source of light to be the computers and the lava lamp *Added fog to make the lights apparent *Added Pizza boxes and Chinese food boxes and chopsticks *Added the 4 Star Dragonball on the desk *Added 2 projectors to make it seems the decal maps are being projected on the wall (any idea on how to…
hm, i'm not sure if i understand the bit about the decals. You mean like real-life decals? or small planes textured with transparency and scattered over the object. i know about the space waste. the main point in this one was to get familiar with normalmapping and therefore i skipped the tweaking UV's stage a bit. i've…
@Syncopnix Thanks man I'm glad you like my progress so far. For the damage I plan on using decals to place the the bullet holes and dents since it would be a little too hard to create a tillable texture with random bullet holes. Also everything thing that I have textured so far is a first past so I can get a better feel…
So for the trim method, I would make the top of the base a 4 way tileable texture, but I would have the trim wrap over the top, sort of like this As for the decals, you would they would be on pieces of geometry floating over the surface of your mesh. For best effect you would cut into your mesh where you want the damage,…
Pretty sweet, especially for a weekend project! If you're going to take it further I'd recommend creating some sort of focal point by either lighting, a specific repetition in a key area, or maybe a little unique set piece model that fits into the current style. I dunno if it's just me but I feel like it might be a little…
That’s partly why you have source control for content. And instilling good hygiene around adding submission comments. The source control takes care of names and dates, and lets you retrieve past versions at any point in their history. We’re dealing with this in the Khronos Group’s GitHub repository by enforcing standards…
In my experience its almost never a good idea to muck around with normal maps - just leave them be. You're thinking about the right things but you can't make the best decision for your project without analysing your project. eg. when you've profiled the game It may emerge that it is desirable to reduce texture reads at the…
The wood is really not convincing IMO. For the most part it looks like it's just a cloudy brown texture. Also, it looks like you are lacking ambient occlusion again. The door to the farthest left (the one that's cut off) has the normals popping really well there, because of the angle and the lighting. But the one in the…
Well it has been a few years since I posted. Here is some more recent personal work - I'll skip some of the professional projects that I've worked on over the last few years... Anyway, with this project I wanted to do some more hard surface Sub -D modelling and tackle science fiction material. What better than yet another…