I was wondering how I can make these textures look more realistic. I’m not done painting this but figured I’d come on here and
get some advice. I am in Substance painter right now using a neutral lighting
set up… I eventually plan on bringing this in Unreal and giving it a warm sun lit lighting
through the window.
Ok so i'm trying to make a living with my craft like everyone else and I've decided that niches are the way to go. The niche i have leverage on is just the automotive field in general. By this i mean, i know the types of cars that are sought after, i know about badge engineering/ the chassis engine codes/ What company owns…
General feedback. No UV/ textures were applied to anything it's just in program polypaint and BPR rendering. I don't need feedback on rendering, just sculpting. Points of interest.. I didn't need to apply texturing it is just a reference a comic book character. I didn't need to go into insane detail mode. Yes I am capable…
That, or the other type of decals: those on a secondary uv channel, blending in another texture/material. So essentially what Eric said, with the main difference being: vertex-blending usually comes with a noise to deform the blending mask (to combat the obvious vertex gradients and add a bit natural more detail).
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My golden rule, get it in engine. Substance viewport really does a great job to give a nice result within Substance, but the target should always be the engine you'll be working in for your final. Roughness maps for instance, I've rarely, if ever had them match 1:1 in Substance compared to UE. I too get the normal map…
As long as I remember, I was creating worlds, imagining them and drawing them, i liked to build things with everything and invent stories stuffed with dragons and dinosaurs. My dad has room with is pc and I used to look at him playing ( I remember him playing wolfestein : return to castle , I was so afraid xD ). I…
Thanks again all honestly, I really appreciate the feedback, sometimes as artists we can't see the forest through the trees. @RustySpannerz indeed man, I am working on boxing out the rest of the area, big white boxes screams at my face to be replaced with art lol. Also gives me a sense of space so that if "feels" good when…
Oh yeah I did not mention yes Mari and Mudbox are still completely viable for very different reasons. I use Mudbox often enough when it comes to unique baked props. I tested out Mari and for game production it does not make sense atm at least for me maybe for characters it is different, I think ill test it out more later…
Hey pal,The textured assets are looking good, I am not vey experienced in asset creation so I can't go in depth there :D However, about the character, I would say firstly when you start a figure or you try to make a good looking anatomy, find anatomy references online. Then when u do your rough body block out put the…