@AD_3D Thanks! The Viking hall certainly looks interesting too! Maybe a bit too large of a scope for me. But it would be a fun exercise to break the concept down. Will you take it on? If I had time for another one, it would be the sci-fi prop. Assets like that intimidate me a bit, because they seem complex. But on a second…
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I think the wall tiles should be shinier than the ground ones because the dust and grime would naturally fall down and maybe some will get stuck on the walls but not as much as on the ground. Also, that sharp transition from wall tiles to ground dirt is not very pleasant, maybe add some edge decals that makes the…
Been working some more on this Vertex Shader, have a lot more decals to play with too. Here's an example of them in use. Both the floor and the walls are paint able and go between a clean and heavily dirtied wall. The opacity of the brush in Mesh Paint allows for different variances of dirt. Let me know what you think. -…
still wip, gotta' add a few decals, fix some small issues and set up a small scene to put this bike on @candystripes05: thanks man! yep, i agree, i went a little bit too easy on edgeloops and added some maybe unnecesary ones, i was trying to avoid blocky corners feedback is appreciated! :D
Just an update!! Tweaked some of the textures. Still more to go! Then adding some decals to break up the tiling of the bricks and to give some love to the second floor. I still have to do the ground so it's all pretty and stuff DX So much to do so little time!!! P.S. Had no idea what happened to the quality...
All is done with planes and one "alpha tested" bitmap. So I`ve done a decal sheet with all shapes I needed, cutted and placed them in max. Then I exported them as one mesh with an easy material in UE. Texts are all done with text components in Unreal. Here you can see what I mean:
Why did you remove the wheels? I thought they added a rugged sense of purpose and realistic functioning of a car is tough without wheels. Might want to add a few nice knocks and dings to the chassis and intakes too, break up that perfect surface response, doesn't need to be modelled just a normal decal. That engine is…
nDo2 + Photoshop, 2x 2048x2048 RGBA (diffuse base value - roughness - tiling dirtmap - transparency), 512x512 colour variation overlay, 2x 2048x2048 normal. Additional 1k diffuse & alpha for manufacturer decals. Very heavily driven by the shader in unreal & pure R, G and B vertex colour to separate colours per each hull…
Btw, does anyone know how to go about creating this: https://www.youtube.com/watch?v=O2JBB6RCCM4 Can this be done using a material where the timer moves accordingly or blueprints. I tried looking this up on youtube but all I see are timers for game screen or countdown tutorials. How about for timer display on static mesh?…