Went a little bit further with woods and made 2 more variations for the one I already have: 1 more floor texture and 1 wall texture. Next on the list is quickmapping the proxy I already have and taking a look at these textures in UE4, check detail scale, dirt and damage and if necessary, tweak them until it looks good.
not a lot visually this weekend... a lot of skill system works, connecting passive skills and creating upgrade paths and interesting variations for the higher passive skills. Also created the shield skill which will activate at skill lvl1 and adds a shield that absorbs damage next to the health UI. the shield recharges at…
This tutorial is good,learned most of the stuff from this website. http://www.philipk.net/tutorials/materials/woodrough/woodrough.html First I would sculpt basic stuff like damage using trim dynamic brush/mallet fast then I would use projection master to draw wood grain and alpha texture for making that round shape on the…
The more I stare at this the more I hate it. But whatever, finally time for some props. I plan to dirty up and beat everything up later once I have a lot of the assets done so I don't over-do it. I might do the wall differently too. I will make decals for all the damage and dirt.
Right now it looks like you just photo sourced the textures and slapped them on. Try baking out an AO map to get some lighing in there or else it looks flat. Suggest looking at Racer's painting metal tutorial and the other tuts he has on his site. Also look at some references for natural damage like rust etc.
nah i dont thingk thats nesecary i think you need to paint in more UV damage to the wood, leave the occludded areas dark as they are now (maybe shift a touch towards grenn in the real corners (damp and mold) and lighten the areas of un-occluded wood pointing upwards, this will seperate out the form of the wood much better
The concepts stylised approach to the ram horns work well with the rest of the linework of the concept. By bring in the influence of the real world reference it may damage that. But the choice is yours. One crit I have for you, the horns could be wider like the concept. Try getting the base shape of the head then giving it…
You need to improve your presentation, the shading model is really flat and uninteresting. You could also optimise the weapons a bit more, no reason for them to be in quads if they are game models. Textures are hard to see with the weak render. Might be good to make the handles a bit more damaged to improve the silhouette,…
Iron bands don't lay on the wood evenly on the upper part they're below wooden planks and on the lower parts they're above it. Wood texture is too even and flat, there's no any damage dent or wear on it and maybe it's also too saturated, iron bands could use some edge wear. And a wood line crosses the iron band in the…
I do regret not adding more geometry to the model, I think I will take the time to add some actual damage to the model through geometry. I will definitely add more love to the lower part of the pillar :) jose.fuentes said: I will work on getting some color variation in the texture to try and make it pop some more! Yes sir!