You've done the thing a lot of artist just getting started using the Substance series do. Filters galore, without much thought into the actual damage or design, Its very very obvious which filters you used and on what. The edge damage is so consistent around way too many...all of the edges. The dirt feels more like an…
'Bearlove good, Cancer Bad!!!!' guys a friggin genius haha, I hope it all works out for him. The stories pretty amazing and to think he could possibly shut them down with all the support behind him, looks like a mutiny is going on at FJ aswell. One of the funniest things is funnyjunk now has his kodiac bear artwork and…
Didn't got that much done today. Maybe there will be some more later tonight. Anyhow, I jumped straight onto the concrete thingy course I was curious how it would work. The damage is done in Zbrush, so that part got normals. The flat concrete didn't get any yet, since it's just a photo from CGtextures atm. This is how that…
Thanks for the feed back. Here the wire frames. The high poly is heavy damaged so the textures done around that damaged why he looks so batted. Most of the textures where done in coat with a top up in substance painter. I'm not pleased with the sword but as I'm a uni student I had to rush it for now but i'm planning on…
The model looks really nice, but the texture could need some improvements. Try to break up the edge wear, currently it looks like a procedural substance mask. Simply put a paint layer on top of the mask and start to overpaint the mask. Think of how this weapon is carried, where does it have contact with other things, where…
I find in Zbrush, to make the wear and damage look more realistic, take it in small steps. I'm actually in the process of writing a tutorial on my workflow (not that I'm pro, but I hope it will help someone LOL). I take very short strokes with the clay brush on subtract. I usually have the focal shift down low to (around…
Warning Trolls: Visiting this site can damage your mental health. That's funny! Edit: The bablefish version is the literal translation, but you need to understand the language better to get the real meaning. Which, I posted above. Edit: Here's the rest cleaned up for clarity. The Web site www.polycount.com seems to be the…
Hey guys, i wanted to create a bigger floor piece for an indoor szene. its kind of damaged concrete with cracks and so on. i took the lp from max loaded it into zbrush, sculpted it and baked a normal map out. its looks fine and worked good. but here is my problem. i've a tiling texture for the floor but to get a good look…
Hey folks, this is a project i've been working away at for a few months now, and i'm happy to finally be sharing it Our task was to create a mech based on a piece of concept art or an existing piece, so i took the Necron Seraptek from forgeworld and did my best to recreate it Overall the mesh came out at around 85k…
Hi guys! I'm making an environment for a "next-gen" game and I wanted to mimic the trending procedural textures you can achieve in substance but inside Quixel. I made several layers in ZBrush for different types of damage and then in Quixel I used the NormalMap, AO and Heightmap for giving the procedural textures and…