Dude! How did you make that ornate leaf/vine pattern tile around the trim? Is it fully tileable? Did you use and alpha? Can you explain how you made that design. Great work!
The trim brushes can also sometimes make good bevels. I would still try to have them beveled in the base though, or at least try to project the previous version if you were happy with the overall form.
daaaamn! Some areas have so many trims yet they don't look too busy at all. And love I those ceiling panels in the corridor since they really look functional. some asset breakdowns PLZ?
I think the fur trim is looking a little chunky at the moment. in your reference the fur flows in the direction it was sewn onto the edge, in yours its pulled straight down. its looking really awesome overall though! :)
thanks jocose, yea i normal mapped the gold trim of the cross and shield to be raised up above the rest, i can see what you are getting at by it looks half and half right now, thanks for the crit
it'd look more like a wall if there was some kind of "trimming" down there. not sure what those panels are for but it'd make sense if they wouldn't go all the way down to the floor. humans don't like bending their knees.
Hello everyone, Been on this site for a year now and always impressed by the great stuff made on here. I was hoping that you could give me some feedback on a set of handpainted swords I made so i could improve. The swords: Wooden Sword (196 tris) & Stone Sword (426 tris) Copper Sword (226 tris) & Silver Sword (446 tris)…
You would want to make use of Painters Matching by Name function. As a side note: If there are many repeating texture chunks as in this case, one can maximize use of texture space by stacking UVs (create a selection of boards, assemble game meshes from those) and/or using tiling trims (e.g. for metal strips).
Cool project! I think overall the ruin could use a bit more overgrowth and weathering, showing it's getting claimed by nature. Currently the stones are a bit uniformly gray. Also some assets could use some more complexity. When using primarily tiling textures and trim sheets, extruding some geometry or putting in some…
Hi! I'm currently developing an open world, action/adventure/puzzle game with an emphasis on physics and player-choice. The game world will be comprised *of islands of all different sizes, and environments. In a similar way as wind waker, you journey out into the world using your ship as your main means of travel.  You…