Aaaaaaaand I'm back!! Added some medium-large sized detail in the stone table. Finished the sculpt, retopo'd and then ran into my biggest enemy: baking. Holy cow. That was two weeks of hell. Still learned a ton. Ended up exploding the mesh because Substance's match by mesh name was giving me black maps. Made a stone…
http://wiki.polycount.net/ If you find a tutorial that is worth sharing then suggest it to EricChadwick Or gather a list of tutorials and edit your thread with a bunch of links organized in a logical way. Here, I'll help you start: Modelling Rocks: Stone Tutorial by Pedro Amorim Procedural Stone in 3D Max by Sascha…
Hi, i'll try to texture a turtle in WoW style and asked myself how i should do the shading. To avoid hard edges i would just add 1 sg to all. I tested it with a stone. I think the shading (1 sg to all faces) look bad on any stone. Besides that we have a shot from Diablo and i ask myself - how the achieve #2? #1 is clear -…
Hey.. Stumbled on another issue I can't quite understand, pic below: http://i.imgur.com/3GGCl.jpg As you can see, in circle number 1 and three, the light from the opposite side of the object bleeds through onto shadow. I got rid of that effect by increasing the lightmap resolution from 64 to 256, but that trick did not…
Hey Thought i would get my thread up and going. Just done some really rough sketches to get a feel for what i might go for. Nothing is set in stone yet, i will probably spend a few days riffing ideas. I started with the Inhibitor. Keeping in a similar theme with summoners rift. Stone, nature, magic. Anyway here is some…
So I know how to make a relatively simple stylized stone material in SD: When I apply the same knowledge to tree bark, I find myself not able to find a good noise filter that only roughen the edges of each "piece" of bark, if you know what I mean: The key problem here is I want a stylized bark, so high frequency noise…
Just the block in of the scene so far. It's at 3k, not going to really worry about polys though that much. Just keep it lower and increase where I need to for lighting. Going for a hand-painted/WoW look on this scene. Using the Cataclysm dungeon Stonecore as reference for a lot of the rocks. Textures are placeholders just…
I'm creating a small scene consisting of standing stones with a central carved rock piece. The ground around this piece is dirt with grassy mounds surrounding each stone. I'm at the point where I'm considering how to add the grass but it's something I haven't done before in UE4. I already have a modelled out chunk of…
Hi Adobe Designer gradient node comes with a great fast color picker. While Photoshop picker requires to pick tones one by one. How could I be as fast in Photoshop? (currently either using SD and copying over to PS either using Random them remapping colours)
After four months of studies on my free time I finished the scene. I made alot of improvements on the lights and on the materials of the foliage. I used just two lights, a Area Light with a HDRi map and a Direction light, both as movable. To improve the lights i watched the Unreal 4 Lighting Academy videos on youtube…