I'm ready to open up the app for community testing. If you want to try it out and help me refine the SfS logic "in the wild," you can join the beta starting today. How to get access: * Join the Google Group: https://groups.google.com/g/nack-beta-testers (Membership is required to see the Play Store listing). * Download…
Hah, glad you finally started one. The texture looks better, but here's a few things you might want to change - Damage still looks too uniform. The bricks underneath are too clean. Damaged concrete should leave a lot of bumps and splotches. A bit like here: I think it might be worth choosing a different source for the…
I think the lettering on the sign should be brighter, it's very hard to see. The prop also looks rather short, I would either make the base smaller or make the wood plank longer. Maybe to make it more interesting you can also add some nails on the sign as if it were nailed onto the wood plank behind it. Maybe add some sort…
Hey folks i've got some work I need extra eyes on, particularly to help me figure out my own creation as I have a couple ideas roaming every which way. The goal of this piece is a wall section and door to an underground tech facility, i'm going to have a separate tileable version of the wall but for this particular scene…
hey finally i found time to "finish" a piece. that's a bunker with tiled maps as also with sculpted parts (the pillars) realtime in the UDK editor it was done while lecturing in berlin. i wanted to show the students how to make good looking tileable maps and normalmaps and how to model meshes for this kind. then we also…
Some concrete ! I'm still wrapping my head around lots of things , from calibrations of exports from substance to unity ( what's linear or srgb , if unity "albedo" is substance's base color or diffuse , and whether to use metallic even if i feel more in control with spec/gloss workflow..) The concrete is a lot simpler than…
(8/28/21) Big Update! I am out of the blockmesh phase and into the early asset production and material creation stages of my environment! The last major layout change I did was scale the parking lot down quite a bit and moving the pumps and top over closer to the storefront. I felt the parking lot looked too spacious for…
I have started blocking out the hard surface prop but I'm having a tough time interpreting the materials. Does this interpretation seem correct? The darker parts of the pedestal could also be black marble instead of concrete but pedestals usually have a strong concrete base to protect metals and wood from moisture.
so I've tried switching the normals around with no luck, I'm not totally pro at the program so I'm not 100% sure I understood u but u meant for something like this right? I've had the normals hard (or i go 'normals' -> harden edges) in maya prior to using axmesh I tried making the normals like a table. This ended up with…