Thanks for the tips, Vig. I was using the walls on the right for a general color guide, as that seems to be the dominant color of the ship's interior, but I found the disparity between what I saw in Photoshop and what it looked like in UDK made adjusting the diffuse pretty tricky. I got some funky light errors when I tried…
Hi artist. I have a job to make a model of cliff. Please see attachment. Right now i am planning how to do it. I was always afraid of modeling organic things. Now i decide to do it and learn it. Description from my client:* The Goal is to create an accurate representation of the cliff on the picture and its transition with…
Hey all I recently got to do an art test for NetDevil (a local game company I have been trying to get a job at for years) and unfortunatly I failed the test. So in an effort to improve the model and possibly resubmit it, for the hell of it, I would like to get as much feedback on it as possible. The requirements for the…
Related to asset creation - does anyone use Mudbox for texturing objects? I have a problem where projection painting using a 2k seamless texture map applies really low-res looking textures on my object, unless I re-create UV's at like 15 tiles, but then the problem lies where exporting the FBX to UE4 gives 15 materials…
@littleclaude For additional plugins (paid) helping with weight painting these are the ones I've bought: Bartosz Styperek's "Weight Paint Tools" addon: https://gumroad.com/l/weight_paint_tools Documentation with videos: https://joseconseco.github.io/WeightPaintToolsDocs/ + it includes a bonus addon (draw_weights.py) to…
Well first up its a bit blobby. Does it have a High poly or is this it? If its just a low poly you might want to think about sorting the smoothing groups to give it some harder edges. If it has a high poly i would say you probably need to add an aweful lot more control loops to harden some edges so they appear on the…
"you have here a more or less grey texture with some rivets. " Can someone explain this to me? I was hoping to make a sterile type environment thinking that grey would be a good color. I added a shade blue in the specular though. I guess you can't see it unless you see the texture. But the lightsource in the image is pure…
That's intersting, thank you for the clarification. I would like to use a pbr workflow, right now i have some experience with Substance designer but not much with substance painter. i like the idea of using as many trims as possible, as i said i'm more intersted in environment stuff like houses, walls, terrain ecc... I…
you could have separate mapping to fake wheel rotation by transforming/rotating the uv's on the diffuse and normal then you can have the "static" AO map (on different map channel) on the wheels without the obvious ambient shading going around and around.
That doesn't look right to me, it looks like you rendered a diffuse map with a normal map applied and lights and shadows ticked on? Typically cavity maps don't have a direction to the lighting, it's just a pits and peaks kind of thing. The cavity map baker in 3dsmax only works with the target geometry (typically a low poly…