Thanks! That makes sense. For now I’m not trying to make a fully functional live portal to another level. I mainly want to fake the visual depth and make it look closer to the reference. My current setup is pretty simple: * one separate plane/material for the outer ring, * one plane/material for the inner core, * both are…
I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
Hey guys, I'm currently modelling a Tommy gun and wanted this highlighted detail baked onto the low poly on the right: But this is the result I get once baked: I'm guessing I should have just bevelled this detail on the highpoly rather than modeling the void via boolean? I'm thinking the projection is capturing the open…
It's been awhile since I've pimped anything. Not that I haven't been working on stuff. Sorry fuse, time to steal your thundar Recently, I was given an art test, challenging me to make the staple fps art asset. A crate! The test required I create 3 progressions of deterioration. Starting from a fairly clean version to a…
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
I am using Substance Designer currently for such things but before I recall I used polygroups in Zbrush "groups by Normals" most probably , then made not flat parts only visible and select them , then switched back to complette view and inverted the selection . "Mask by feature" also should help
I'm experimenting with the brushes, but I'm not quite sure about what setting to modify to get a brush with sharp angles and flat faces, for example these cracks here: the default Crease Polish and Crease Sharp are too rounded, and in the screenshot above (from a youtube video) those cracks are used as "drag stancils", but…
Hey everyone. I'm working on this scene for a while so I decided to post my progress. After blocking out the scene I made textures for floor, walls, and ceiling. I think I need to make some changes to tiles on floor or even replace them, because I don't know if they fit the scene. Then I made 3 biggest props on the scene:…
I had started building a series of low-poly / flat-shaded game-ready assets and after years of them just sitting there in the asset stores, decided to make my own game out of them. This is a scene from Crown of Kings using Almighty Assets low-poly 3d models and…