+1000 to everything Pior says, there are no absolute answers here. As far as "which is more important" the only reasonable answer is: it depends. It depends on the art style, it depends on the specific material you're creating, it depends on the engine and shaders and light and and and. Really, I've never in my career had…
Starting up a sketchbook to post my progress and bits. Comments and critique are always very welcome - especially on the materials. Won't be posting that regularly - free-time is hard to come by these days - but trying to put in an hour a day, or so. Starting off with images of the current scene, from initial blockmesh to…
This is great critique @Noren, thanks a lot for taking your time to type it out. You are right, as the beauty shots were the parts I struggled with the most, with many iterations being made. It really was hard to pose and light the model while maintaining a consistent and natural look across all materials. I did use the…
Thanks for the kind words guys, you rock. As for his problem, I'll just copy paste the solution to the email he also sent us: Thanks for the OP's post and I hope he can accept my apologies for our website not being up to snuff. It's not easy creating materials which work with all of the different game engines, and for the…
@Lucas - Here are some breakdowns of a few material I have made. First up is the Master Roughness Blend material. At the moment I use this on most of the assets in the scene. It's full of static switch parameters to add flexibility. The fun thing about this material is it overlays a noise/grunge texture in the material…
I dont know how to explain better. I looked at the tool you have Brunco, and no, I don't believe so. Lets say you use a noise mask to drive height in a material graph you're making right? Now, that noise mask is repeating once across the entire material graph. This material was setup for a particular px size so the depth…
Another way to make a glow is to use the blur settings under fx. Also you need to add a glow map to the wires for it to look like it neon. Probably a translucent map (found in raytrace material) is better. You add a material ID with the fx thingy so only the wires are affected This seems to work best for what I'm referring…
Nice work so far. The figure proportions are off. The best alien and monster work is based on real proportions with only the details changed. If you use a figure reference guide like daz3D while you sculpt it will make your work more convincing. There are plenty of reference images for alien space ships on google: Hmm cant…
Hi guys, I'm looking to contract a 3D artist to create game-ready (real-time) assets for a new Unity game currently in development. The game is a (futuristic/sci-fi themed) Factory/RPG, for PC only, top-down/isometric camera. The entire project requires roughly: * 40 sci-fi buildings (1 model each + simple animation loop)…
Currently working on a medieval town with houses ranging from small to larger houses. Im ending up having to use anywhere from 5-10+ materials per house, all tiling textures. Each material consists of full PBR tiling 2K materials for the most part, with a couple set to 512 or so. But this is what its all set to now to…