I'm currently working on a project that uses a Zombie Horde as the enemy. Its target is Mobile so Low Poly/Low Res Textures are called for. I was wondering how the workflow would go creating a base model that uses a Substance material that switches up... - Clothing - Flesh Damage - Hues The end result would be a single…
Coating Vertex Material Shader Dual base materials with a coating material such as snow or moss. Almost every aspect of this shader is a parameter. The snow/moss can be changed to any other material you want. Mud, dirt, water, ice, WHATEVER. The same can be said for the bricks and stone materials. As long as you have a…
Hi there! :) I just finished my biggest game-ready project so far. My 3D journey started because of scale modelling, so that's quite important piece for me, some kind of return to the roots. Model is fully game-ready with 30k tris and 2 sets of 4K textures. All modelling and rendering was done in Blender, texturing in…
It may sound counter-intuitive, but I don't really worry about the various maps at first. My initial goal is to create the base patterns and be map agnostic, not committing to anything prematurely. In the case of wood that would be the planks, for the cobble it was how the stones are broken up. From there I start to…
In no particular order and I'm sure there's more I'm forgetting: 1. Mass Effect 2 Best in the series imo 2. Morrowind It changed my life, it really did. BUT FOR THE LOVE OF GOD WILL THE SWORD PLEASE HIT THE RAT 3. Oblivion Fuck dem gates, and would someone please throw a bucket of water on Kvatch already 4. Skyrim…
Hmm, he's good. Few comments though... I find his overall design to be quite unoriginal and boring. When I first saw this guy I immediately thought of Gorge from UT2K3 with a splash of Warhammer 40k marine. I see a lot of sharpened detailing in the grittiness of the material used to create his armour, but no depth…
I have never seen procedural textures look good unless someone spent a hell of a lot of time setting up some kinds of area-specific mask to blend them properly. Environment art isn't easy. The task of modeling is getting a lot more difficult with current platforms. What's worse, you can't always just do a quicky Z-Brush…
To clarify: 1 512x512 tiling bark, 1 512x512 branch & leaf, 1 512x512 remaining props.(?) My branches were using the tiled bark texture ramped up to be far smaller on them than the trunk. I used the shapes I painted as a mask to make them the shapes of the various branches from the concept. I also picked out the major…
From a glance. I would say a lot of it would most likely be done via baking from the high-poly source that was hand stylized in sculpt. Most of the texturing like this is done with solid fill layering and procedural masking, in combination with gradient diffuse textures. Which most of the color blending comes from…
Hi everyone! I'm an aspiring game artist trying to land my first job in games- I've submitted (mostly speculative) applications to various studios but haven't managed to get any interviews, jobs for juniors also seem to be quite scarce right now haha. I talked to a recruiter at an event over the weekend and he suggested…