Hi, this is a good start! If you want to achieve realism I would highly recommend finding real life references that are interesting to you and trying to recreate them as closely as possible. In your image the door, wall, and floor are clearly just using one tiling material, and are lacking in detail. Where is the trim on…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
Maybe you could try a Shell material as the parent for the instances' material? Shell lets you set one material for the Renderer (i.e. your original full material) and a different one for the Viewport (no textures here!).
just bake and see. but a large detail like the shell ejection should just be modeled in, it;s not a very difficult shape. if it was me making it, i would model hte shell ejection right in, and float the bolts.
re: shells - there is a fx shader downloadable somewhere from nvidia that does this on solid geometry. means you don't have to actually model the shells yourself. it's apparently not too expensive to render either (one pass).
I guess I'm a bit late, Here the back story of my character .once upon a time there live a worrier Beast (The man with a wolf head and half human body) in far forest once he used to a prince of white wizard castle protecting his kingdom from enemy dark wizards and warewolf, he always wanted to impress people by showing his…
We're looking for an expert illustrator or 2D artist with relevant experience to create 20-30 icons for a fantasy game. The icons would include subjects such as various spells the player can cast, items they can eat and consume, and small trinkets they can wear such as rings and bracelets. The icons will need to be clear…
Hey guys, Jon Buran here! I'll be posting progress on my entry for the contest here, constructive critique is welcome! I'm going to be working on Arcade Riven to (hopefully) bring to full rendered splash image. I'm not entirely sure I can get the whole thing done in time for the contest deadline due to work, but I'll at…
either works, it is just easier to use the move UV's tool, or select 1 uv in the shell, and use the to shell. since it is rather hard to select to perfectly overlapping UV's with the plain old click selection or box selection.
Sorry I meant your UV shells. I assume you are mirroring them in the final layout considering your screenshots but you should avoid baking with overlapping UV shells by offsetting them before the process.