Ghost Lake https://www.artstation.com/artwork/bg530G Ghost Lake is a project I have been working on in my personal time. My former lead at Mountaintop, Andy Kreutzer, told me to improve my Unreal Material Skills. I thought a fun challenge would be to create an Ice Material. Once I finished the Ice Material I tried to make…
Thank you for the feedback and tips. You're right about the skybox, I should totally play around with it more or maybe change the leaf alpha to make the trees less blocky. The building is still in a sort of blockout phase, as the textures need a second pass and all of the models are pretty much just straight cubes. The…
Can you guys point me to some tips and tricks to bend photoshop to your will when you bring in your UV render? Just some things to really streamline the process, like masking tips/techniques, layer management etc etc? Any help would be greatly appreciated.
here some tips from red... http://area.autodesk.com/forum/autodesk-mudbox/my-tips-tutorials-workflows/handy-technique-for-sculpting-fabric-panels-or-padding/
@whats_true: it's probably just the grey bk :) @imb3nt : thanks :) @carlo_c: thanks, and thanks for the tip. @ adamBrome: i'm not building this for any game in particular. @rasmus:thanks, and thanks for the tip.
Look at the vertex normals. I'll bet the tip's normal points away from that side. You need to split the tip normal into a few vertex normals, to prevent the gradients from being so extreme.
The pen actually does have a nice tip. Its got a fat side with a fine tip at the end. And yes, using the fat side draws a fatter line, if youd rather that than pressing harder
I got Rank B from #TheRookies #gamedevelopment from my project Japanese Forest Shrine made in a Workshop by Steven Downer Organized by Draw Break and thanks to Tim Simpson for the inspiration The Rookies https://bit.ly/3YtHpkJ ArtStation https://lnkd.in/e97Drw9k #unreal #unrealengine5 #gameart #gamedev #lowpoly #realistic…