Hello everyone! My name's Christopher Albeluhn. I've been working hard on a tool for the past few months to allow artists to paint textures directly inside the Unreal engine without dealing with a third party app. I wanted something to quickly load up, reference the textures I want to edit, have a quick and easy exporting…
I've been really hesitant about posting my work online because I'm not that great yet but hopefully you guys can help me out with some critiques. anyways she is originally a character from final fantasy 8, her name is Selphie and i wanted to do something really high poly and just out of my usual norm of low poly diffuse…
Hi there, Im a second year student at University and this is my first attempt at making a vehicle of any kind. The design brief was to model, texture and present a post year 2000 Rally Car, based off a production road model. We had 12 weeks to complete this, alongside 3 other modules. The Livery Design is a little odd due…
Sup polycounters! I've been trying to learn how to write my own shaders, and in the process I decided to work on a 3ds Max shader for the community. I didn't want to make another Do-it-all shader, we seem to have plenty of awesome versions of that, so I decided to do something more specialized. It's been a great learning…
Hello again, Ok so im trying to mod this game that is on a FB engine with some of my own meshes, and also using the quixel suite for textures. Ok so while "file diving" into the assets i came across 2 maps 1st is the _t map witch i assume is a tint map that determines what kind of materials are used on the mesh kinda like…
Haven't been able to work too much on my project due to moving to another city. But have set up the base diffuse of the character and also painted the skin and head
Created a chest based on the cool concept by Tobias Frank for the bi-monthly environment challenge. Toolbag4 render: Sketchfab: model Texture atlas 256x512 (diffuse, roughness, metallic, emissive):
its not bad, but its also not great. a bit boring overal as its just a chamfered box with pretty simple texturing right now. there are a few things you could do to improve it directly. for one, i would drop the dirt noise/grunge map and make that dirt by hand, atm its everywhere and almost distributed the same way. think…
One way I’ve done this is to use a single uv in atlas layout. Ambient occlusion texture uses this layout, no tiling. Diffuse and normal map are tiled, and are using same layout except each bitmap has Tiling values so they are scaled within the atlas. One uv, but use tiling values in the individual bitmaps to tile them.…
Thanks, Valliant! Funny thing is that despite the pirate ship project still looks pretty much the best visually from my portfolio, I really think the small projects that followed are an improvement - less geo, better planned uv layout, better texturing, not to mention proper NM. I probably should put more effort into…