Thanks for all the positive feedback! Xoliul - Thanks! I wasn't really sure what direction I would take the bike. Your right though, with my blockout it seems like I'm already leaning towards more old school style bikes. When I get to working on the bike, I think it will be interesting for me to try to maintain an old…
Such a dramatic change, I love the sci-fi look and all the texture work you have done. I'd say I prefer it in the shots where you have the material more matte/patchy with shiny spots than super smooth shiny as it helps describe the lighting and looks less synthetic, in reality you'd have contribution from both a rough…
Hi man! its looking ok so far, if you want some feedback thens ill try and give you some and hopefully it will help. First thing I would say is that the lowpoly geometry could be reduced down you have areas that could be chopped out and baked into the normals with a rethink of your High poly. The sections that stick out to…
Interesting. A few of us at work have all been trying similar approaches to modelling rock structures. Method 1: Our old approach would be to have 1 tiling rock texture that would be applied to various meshes of arbitrary shapes and sizes. Pros:- Having just the one texture means you don't blow your texture budget. Cons:-…
@ _Eclipse_ - Wait no more, textures have arrived! I've kept the nose at the same detail level, but I simplified things in the diffuse. The fate of my normal map currently hangs in the balance. @ sir-knight - I was struggling with the colors a alot, however while working on the textures, I had a bit of an inspiration and…
thanks guys thats alot more like it :) the problem was that cholden wasnt really explaining himself very well. i dont mean to sound ungreatful but.. "get rid of that crap and make it look like this" although it tells you there is something wrong , which i can plainly see. it isnt helping me to know what to actually do to…
I'm not sure if this is just a Painter problem but I have a piece for a film of a character and because it is for film the there are many uv cuts on the face to get better resolution. There are visible seams where the cuts are that you can see when the camera is up close. When I texture it isn't a problem from the diffuse…
I am making a massive rocky mountain scene straight out of the Lord of the Rings movies in ue4 and i want to use a cool texturing technique i learned from a youtube tutorial to give various rock faces a varied look using, lets say 4, different rock textures, parts of each masked out from world space normal map selections.…
Hey guys, over the past month or two me and my lovely partner in crime Oranghe! have been doing some art for a friends XBOX 360 game. He made his own engine! it now supports lightmaps, Alpha/Diffuse textures and soon to have Fog :) ! Oh and it used BSP as a base so NetRadiant was the tool of choice to get things going. The…