What he says here half makes sense and half doesn't. "because its dark" - this bit makes no sense. Materials do no become less reflective when less light hits them, this is simply nonsense. If you multiply AO on your spec, this means that if you have a dynamic light pointed directly at that section, it will not reflect at…
Going to agree with previous sentiments about it looking too clean. The floor tiles should be cracked and chipped to hell. The greenery should have more of a creeping effect has it grows in between the tiles. On a side not I'm not fond of the dirt mask on the tiles. Its too soft, doesn't seem believable and just comes off…
What are the current methods to accomplish tracks in dirt, mud, snow, and even tire marks on roads? I can only think about using particles to displace the terrain geometry underneath by using the actual geometry of the tire tread to drive it, and maybe a trailing graphic but I'm really unsure how generally this is done? I…
I would model the walls out of separate pieces of iron sheets. This give you a much more interesting and natural profile even though it will add quite alot of polys. The bent pieces in the corners are a step in the right direction. More dirt! More rot! More scrathes! Everything is too clean! Slap on some decals with an…
Welcome to Polycount! This is a sweet design, it's nice to see non-conventional mechanical designs like this. The biggest thing for me is how difficult it is to get a "read" on the shapes. I think this happens because the materials are all very similar across the whole asset, so it's difficult for the eye to parse what the…
Got busy with the final exams at my school lately. I came back to this project to make a few changes after getting several feedbacks in Ten Thousand Hours facebook group. People were stating that the abandoned houses should have little more dirty texture. So I added decals of the dirt around the house. But I lowered the…
Good ole NYC Subways. I talked with Josh in person; I work with him. Basically I was mentioning how the gloss/cosine seems to created in a way that feels like theres dirt on every tile, which would be great for a tile texture in something like a heavily trafficked construction site. But for regular dirty subways, some more…
realistically speaking, that grenade would get very little screen time / space i believe? too many tris man. reduce the tris on the pin, and u dont need the indents to be modelled in. That's pushing it. Let the normals do that also, get rid of ur dirt. that's way too much. 'nades dont get that dirty unless they've been…
Hey all! I am currently working on a project with a few colleagues and have been tasked with creating the ground stamps (UDK based game) for the tileset we are creating. Now the style is very, very simplified. Mostly flat colours and the like, and any detail that is shown needs to be fairly hand-painted-esque. Now I went…
Heh, that's funny. I was there when the deep graphics were written. In the early 2000s GPUs didn't have enough VRAM for baked normal maps, and didn't have enough zoomies to run more than 1 simple shader calculation per pixel. When you did see normal maps, it was only as tiny tileable detail normal maps that would help sell…