looks really good man, well done getting him finished! my biggest criticism is that the materials don't gel well together. it looks like a strange mix of realistic texturing (or, wanting them to be realistic), and plastic miniature looking materials. the metals on the hammer, and the subtle surface detailing and scratches…
I find having multiple subtools helps you keep sharper edges with each individual rock, also a different matcap might help, it just looks too plasticy. I tend to stick to 2 brushes for my rocks, trim dynamics (almost on full strength) and clay tubes. I like to build up the form then crush it down with trim. But like…
Hi guys! So I've started working on this Teapot House from Jourdan Tuffan's concept. First, I've thrown together a quick blockout in Maya to add creases and subdivisions. Luckily, Jourdan provided orthographic views, so that made it much much easier After that I kinda started planning out how to best work on this asset and…
Jon - Wow, thank you for all those tips on the color/atmosphere. I'll be sure to keep a closer eye on my values as I continue working on my scene, as well as fix the fog and other post-processing to help the colors. The paintover is sweet xD Thanks Kyuuu ^_^ Here are the castle trim textures. 2 varieties of dark stone trim…
Whoa, sweet stuff guys. Got my pool trim done, decided to throw it in UDK and test out how everything's fitting together. Realized I totally derped on making sure the corners of the pool trim fit together at a 90 degree angle! D'oh! I also have to adjust the position of my pivot points on my meshes since things aren't…
When I was first starting out I had a tendency to use the smooth brush too much. Sculpting in major forms and details at low sub div levels and coming back to them with other brushes like the clay brush to polish it up each time I sub divided helped me a lot. If your doing something with a hard surface, the clip brushes do…
Pretty melodramatic. I worked on some similar stuff recently, for the worn edges with lots of loose fibres, I made a horizontally-tiling "trim" texture of fibres and loose fabric, and when I wanted to add this to an edge of an existing cloth mesh I just extruded the edge out a bit, detached those new faces and mapped…
I'am looking for something similar. I have a lot of wood pieces that together, becomes a wooden house. So i'am looking for a way to use a texture trim, and have beveled edges on all wooden pieces. I managed to get the "Ultimate trim" from sunset overdrive working. But is a pain in the a** to match the UV to the normal map…
So I had some time away from this and came back to it. Im having trouble getting my head around something... I wanted to make a "trim sheet" for some detailing on a building. My initial thought, as stated previously, was to have a seperate normal map and have a unique UV set dedicated to those normals... well what if I…
I am re-creating a scene from Halo 4 for a environment study from Mike Murrill The trim sheet reference that I used were from Paul Pepera I have modeled and textured everything myself, but only using refs from Mike and Paul based on their released work. I am not following the scene for 100% accuracy but more of a study for…