I just say from my experience, and mention at first I'm terrible at paiting textures. 1) You really should stack UV's all those wood part can share same space. 2) Stone part also can share same space 3) I don't think it's good idea (depends on where you will use asset), but you can also use sub-materials for biggest part…
basically you use world position to feed in to the UV's of the line texture, that way its consistent with the world's position, and not the individual mesh, therefore it's much easier to position around. you could make a set of lines in photoshop make them tilable on a seperate tex page and in your normal, stones shader…
@Donato Thanks for the compliment! The paint-stripped stone texture is "Damaged Fort Wall" from Quixel Megascans. You can download all Quixel Megascans for free to use in UE4 with an Epic account! After you download a texture, you can import it into Substance Painter with "import resources" under the file menu. Below is an…
This is overall pretty decent. Strongest piece is your Tileable Materials section. Medium strength are both your environments. Weakest is the Tracer pistol. With that one I can't tell if it was meant for mobile (nothing about the art direction specifies that), or if it was a hastily made model made for somethng like an…
Hey Nick! :] Of all the new textures, I think your stone is looking the most WoW-ish - it's really nice. I like how much depth there is, like you cn easily tell some stones are popping out more than others. Your other textures, like the wood and plaster, I feel like the strokes and details are far too fine. You can have…
Hi Everyone, Wanted to introduce myself and give an overview of the material I choose for this mentor ship. Fist off I would like to thank Josh for taking time to run these mentor ships. I learned a lot working with Josh and highly recommend it for anyone looking to get a deeper understanding of Designer. I have been using…
@AlexKola - Fuller lips, check. Might make her look a bit younger too I guess? I scrounged up her a forehead a bit, I think that's what you mean by roughness. I'll just smooth that out. Googling "confidently sad" :) . @BBFirefly - I think I had her likeness down a bit more, earlier in the sculpting. But it got lost…
The iron bands on both the doors and the barrels are very thick. For the barrels, they should be ~1/16" (2mm) thick. The doors can be a bit thicker, but you're still talking about ~1/8" (4 mm) thick. Iron is very strong and quite heavy, so it has traditionally been as thin as possible for whatever task it's intended. The…
Seems like you are trying to "run before you can walk" in regards to the software you are using. You may have already seen it but if not try looking at the Tutorials thread here for some great learning resources. http://www.polycount.com/forum/showthread.php?t=123800 Looking back at your sculpt on the previous page, you…
I'm here with my first update which contains another stone wall and previous texture rework. Tessellation in Substance Designer peaked my interest recently so I've have researched into Displacement Mapping/Tesselation and it seems its not very widely used in the game industry mainly due to it's demand to use high poly…