Hello everyone last thread got closed because due to the hating i got from some people but no matter, i aint blaming anybody, so today i am going to show you a technique i have created through testings etc etc to produce handpainted stylized effects in a matter of clicks! NOTE :neutral: What i want from you in this post…
WELP! It's CIVILWAR time again with EiGHT, daphz, Dylan Brady and weisheng. This time we thought it'd be fun to run with a modified forum game from ye olde 2D concept boards, but for 3D! (shoutout to Arne who ran the most concise and amazing ArtPGs: www.androidarts.com or www.twitter.com/AndroidArts, check out his stuff…
I hope some one can help me with this, Ive been struggling with normal map seams for like 1 year, I always paint over the seams with a neutral blue (R126 G126 B255) so I cheat at normal map seams :'( So here it is I'm have normal map seams where ever my uv is broken up, I've tried painting in the seam, inverting my red and…
Well i've been working at her for a few days now and i finally got the look and functionality that i wanted out of it. Just curious if some of you game artist guru's can cast a critical eye on it and maybe drop some comments or suggestions. So basically we took the concept images and went from there, obviously not the…
Hi guys, I'm pretty new to making assets for games so do forgive me for my lack of knowledge! I've recently picked up Marvelous and got carried away making various military assets. I built a Load Bearing Vest with multiple layers but when preparing the low poly model for baking/texturing, I'm met with a ton of issues.…
There are certainly tools out there using Stable DIffusion and the like to use neural networks to generate normal maps from photos. The problem is they mostly rely on illegally-scraped datasets. If you're OK with the ethical and legal issues of that (I'm very much not cool with it) then have at it.…
Hello! This is off to a really strong start! I have a few pointers, mainly generic things. The first thing is probably more of my personal preference, but try to present your sculpts with a blinn shader or something similar. This is mainly because a lot of shaders can hide a lot of the detail without you realising it. I…
I don't think that there are precise points on the hue wheel that are set in stone as "this is the warmest and this is the coolest". Different people may choose slightly different points for subjective reasons. This page has some interesting text: http://handprint.com/HP/WCL/color12.html#warmcircle The only time I have…
Second this, furthermore I'd avoid those random colors for illumination. Use one color, two at max, and make sure they work together. A lot of your shapes in your model are very sloppy looking and don't read well. For example look at the holes all around the model. You material is probably not helping this at all. I would…
The shiny look can be a content creation issue, often comes from misreading the lighting conditions in reference images. But it can also be a style, some people intentionally push a glossier direction, just as a matter of taste. In any rendering system there's wiggle room with regard to dramatic vs understated material…