Whew it's been a while since I started this project. For the last year I didn't work on it for various reasons. I also have been gathering more knowledge about PBR and now when there are plenty of information and tools for PBR texturing I decided that it is time to finish this bad boy. The texturing was done in Quixel…
@Daedalus51 Thanks for the input! I managed to figure it out by one, inverting my normals like everyone said, and two, adjusting my AO for in between the tiles. I think I got it good for now and I'll tweak it later when I'm fine tuning the scene. @shadownami92 I'm using a single tileable wood texture for the floor and…
I spent today messing around with qMesher. I was trying to come up with some sort of system to get a good, near game ready, mesh out of it. I feel like it's "almost" there. It's just so random sometimes. You can literally change nothing and get different results each time. If any of you guys have messed around with it…
Thanks for the feedback mate and your kind words. The blue mesh images I attached are from the most recent attempt to separate the mesh elements, and I have put a shirt collar in there, which is why the mesh looks untidy from that distance, and the green image is the first go at it when the mesh was all one piece with no…
I wonder though, is it truly a faster workflow, or does it allow you to detail and paint things in a way you wouldn't have been able to realistically do before? There's a difference between speeding up what we're already doing, and enabling new workflows/methods that would not be plausible without the tool (but still take…
DAY 2: The second day of designing I spent some time with head gear for the Samurai. I used the Slick Hair Bun from the CC Template and then started work on the helmet. The next step was to start creating the Mask and other details for the helmet making sure that it would fit the character’s head. I spent most of the day…
Thanks a lot for liking our work guys :) Nakedwooki - For the individual assets, I have used marmoset 2 as a rendering software. Meloncov - Firstly i sculpted the rocks inside zbrush and textured them. Than i used the same high poly sculpts to build the tileable on 2k plane. Got the few textures I needed from zbrush in to…
Setting up swatches is cool and all. But the reason i suggested setting up material layers and having them compiled into folders which you then mask on and off is that you don't have to worry about painting each map separately. You avoid any mis-matching or inaccuracies between the albedo and metallic maps lining up for…
That last one is one of the sexiest looking Ninja's I have ever seen! Absolutely love the muscle fibers on the outside of his suit. For the first concept, I agree with aesir that you should loose the baggy sleeve; it just doesn't seem to suit a ninja... like it might get caught on something. I always picture Ninjas wearing…
11/05/20 - Kieran Goodson In this Experience Points series, I’ll be sharing what I learned from interviewing some of the most experienced environment, material and lighting artists in the business. They’ve reviewed their careers for us, unpacked production knowledge and shone light on essential workflows allowing us a look…