Hello, I just wanted to ask what the best practice is with regard to texturing for asset packs for sales. For example I'm working on a pack for a Blacksmith shop, a lot of the items are quite small, tools etc, and are mainly a mix of woods/metals. Am I best texturing individually (per asset), or having one set of maps that…
Looking great so far, but the room is very empty and unfurnished. Are you planning to add more props? If not, I would suggest making a much smaller room, without so much empty space. One other thing seems odd. The supports for the bed canopy are not centered on the legs, and the spiral seems too thin to support the weight.…
nice sketch swiz, for the face though, you might want to change the angle of her head so it's not a direct face-on stare at the viewer. maybe nsfw example 1 maybe nsfw example 2 maybe nsfw example 3
Added convex / concave separation, and its working on both normal map and vertex normals. Example with beveled edges (vertex normals): Example with a normal map input: And an example with some noise texture break-up and convex only edges:
I agree with @killnpc that having an artist to deal with all of this could help. Art is a big selling point to games, and I'm afraid all the work you've put in developing the mechanics of the game might not shine as it could. However, if it's a passion project and you don't have more than your time to invest in this, then…
Hi! Congrats on finishing the project! I like the idea, however the readability of the design could be improved, from the silhouette but also the interior shapes. For example currently, the beard gets visually cut off by the dark braces. Sometimes using different materials can help to contrast layers against each other.…
In the tutorial on making a still image, it was mentioned that the texel density of a building in an Enivironment piece is determined by what percentage of the render size it occupies.For example, if the render size is 1920 x 1300 and the height of the first floor walls is about half of the render size, the vertical size…
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Agreed. But to clarify a couple of things: Modular simply means that you can assemble a bigger object from smaller, often repeating or exchangeable meshes. Your road bits are still modular, and you wouldn't tile the texure, but repeat/switch your meshes. If you want a basic setup for a freely tiling texture (so not in…
hey! nice project you have here, looking cool! I did an overpaint below ( sorry for the messy quality :D ) I think you are on the right track, here are a few things you could consider! by reducing the contrast where two different materials meet ( for example the pant of his backpack, as it touches the fur ) you can guide…