lol nvm i thought u using UDK for base and applying texture there :D . Why I ask that, the reason was simple in Max or Maya u just apply diffuse and later can play with spec and gloss settings just to get the feel right, than can work on those maps in photoshop. It will give u an idea how much light and dark values u have…
Hi, I started after a few days with the cloth and have some doubts on how to do it. -The first option looks awesome in zbrush but im not sure if that will be time worth if l ater I will lose most of that fine detail in the textures. (I dont know if opacity layer has to be really high resolution to preserve that.)…
Bake the fence and pipes seperately to two different low poly meshes (use clone to make sure UVs are identical) then bake a diffuse map for each being sure to check split alpha for the fence, that will give you a texture called A_*texture name*.tga. That texture contains the alpha for your fence and you can use it to make…
Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…
The following tutorials wasn't really meant to be posted in a thread like this but will be here temporarily. They might go in to a bit of more detail then necessary for this kind of platform and will be available on the Wiki as well later on. So here is a little tutorial on how I created the skin for the Bat Man model…
That’s actually a useful way of looking at it. The idea of a quick, at-a-glance indicator is something I’ve been thinking about as well, especially since a full breakdown isn’t always practical in every context. Where I’ve struggled with that approach is exactly what you pointed out, how to consistently value different…
Hey duoxan :) Yeah i added some screenshots yesterday to give a better idea about some of the findings. I did not have any time to fix the comments about the weapons, i do have to make some changes in those, and there is a bit more to say indeed. I wanted to say something about the hammer launching more, but i dont know if…
@golani79 Thanks so much! Can do. Modeling; I did the blockout in Maya. I made sure to minimize sharp edges using bevels, and bake away any remaining sharp edges later on. Of course there shouldn't be very many straight or flat parts, kind of like the cartoony reference. I used lattices on things like the garbage can and…
I look forward to trying these out. Substance Procedural Textures: This looks to be the most promising of the featured updates. I already work this way with standard procedural materials and bake them out as a base to start painting on. Having a more fully featured material that focuses on the things I normally duct tape…