Neat work. I tried scrolling Romeck's X feed to find the specific concept you're working from, but couldn't find it? It would be a good idea to drag-n-drop the concept into your OP, just so people can understand where you're going, and so we can provide relevant feedback. Are you seeking feedback? Also, what's the end…
I was referring to the shading going to black/dark quite abruptly in some places, so it almost looks like a black outline rather than a surface relief. Might be something funky going on with the parallax as well, because the grey texture is not a height map, at least as far as I can tell. Did you use some kind of converter…
First thing I notice is that your specular is at 1.0, it should probably be at 0.5, IIRC it's typically a scale from 0-8% reflectivity with 0.5 being 4% which is approximately correct for most non-metallic materials.
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
Served 7yrs 1983 - 1990, 2nd Cavalry Regiment (Reconnasance), 1st Brigade (Heavy Mechanised), Australian Army. Been out a fair while, so my military ordnance knowledge might be showing it's age but anyhow just something to keep in mind. Is that these types of CQB weapons are typically employed for stealth and speed at…
I know there is grab brush that saves depth as alpha and rgb separately but you have to do save two times instead of just once. It's extremely annoying and also when you try to record this save in a macro action it often does less than the whole document for some uncertain reason. My guess probably by exactly same frame…
Each update I waste some time to see if Substance Sampler AI does anything useful finally and always just shrug and go away. Image to material usually does something just marginally better than old crazy bump . Ads halos around height details and looks same awful at sharp light angles. Surprisingly it sometimes works…
Hi everyone! I have been looking to do some skybox art myself and I have some questions about the workflow, specifically about how it is all set up in 3d. Say, I would like to do a skydome with some layered clouds. I prepare my cloud alphas in Photoshop, then strap them onto mesh cards in my 3d package and arrange into…
Hey everyone, I’ve been trying every possible way to create high-quality grass (clumps, density per m², etc.) that is optimized and functional in Unreal Engine 5 with a 4070 Super. I’ve looked at some presets (like those from Quixel Bridge), and noticed that a single clump of grass can go up to 6000 tris — but with Nanite…