Hi! Assuming that first screenshot is a height map, I would expect it looking like that, as it captures the the difference between lowpoly and highpoly mesh. The distance to the highpoly will be larger at the center of a face, hence the facetted/ lowpoly appearance. Applying the height map, you would then need to choose…
Hi Eric, here's my process for creating textures for the wooden crate: First, I delete the back of the object, then I import it into Substance Painter. Once I'm done in Painter, I copy the textured faces to other surfaces. I adjust the UVWs later, here are some screenshots.…
This looks like an interesting concept, for only 3 months work. Even more due to the fact they plan on using the Unreal 3 Engine for development. I'd assume they'd use something less hardware demanding for the stylistic approach. Ken Wong's art style is great. I love seeing new visual styles in games. I know there are a…
@sacboi so its a bit tricky at times, but in involved using weighted normals modifier in blender. Also you can use face normal strength, so where there is a bevel, get rid of the hard edges and set the bevel face strength to weak, the bigger faces to strong. I will dig out the tutorial on you tube, but its a pretty cool…
Thanks for your feedback JordanLeigh :) In fact this is one of the difficulties I have faced. This architecture have been specially designed to protect from the sun so this was quite difficult to create interesting shadows in the indoor. This prompted me to set the sun very low as you can see and making it even more low…
@EarthQuake Thanks a lot for this detailed answer with great images. When I get around to it, I'll try this stuff out. I'm also looking forward to TB 5 (love the new UI direction). Any rough estimate on when it will leave beta testing? Also, I'm happy that both PCs and consoles are getting stronger and stronger over the…
Hey @ddgurto that's a great update! The scene already reads much better, good job on that! In the first image it's still a bit unclear to me which one the focal point should be. is it the ornamental wall or is it the pillar. Currently the sun is shining on both of them separately. I'd try to have a clear indication where…
Overlapping a symmetry uv is good to get a more higher texture density on other unique bits, but don't over do it cus you might get an artifact of what we call 'butterfly effect'. It's when you can see the pattern on you texture mirror right at the center of your mesh. For hands/ legs for example it's hard to tell since…
We are a small group of artists and game developers from around the world making the game we want to play! we are currently working on our third-person episodic action-adventure game. Story: In a far-off galaxy, Ash, a young and ambitious soldier, sets out on her first mission. But what seemed like a routine assignment…
Anyone else bugged by the fact that the move gizmo doesn't have an auto facing function, similar to the scale gizmo?(in perspective viewport) Is there a setting for this, or anyone heard of a way to script changes to the gizmo? for example, the scale gizmo will always face you as you rotate around in the viewport: while…