@AD_3D looks really nice! Like the surfacing! If you wanted to, I think there could be more large scale "brushstrokes" (eg some gradients to indicate dirt build up and weathering, materials affecting each other) also to further increase readability from a distance/with squinted eyes. If you worked with trims you could add…
Hey this is something I always wondered when I started doing complex embroidery, and is a result of several techniques. While this was done in the high poly sculpt back in 2013, it would make more sense to do it in Substance Painter or even as geometry in something like Houdini or Maya today. Below is a breakdown of how I…
Here's my latest creation: ARC LV5 It's based off a recurring theme i like to use which is a fictional space company called ARC (Asteroid Reclamation Colony) and is the second in an undetermined amount of environments. In this particular piece my goal was to attempt to utilize trim and tiling textures for a majority of…
Hi all- I've been building my first modular building in UE4. Still a lot to finish in regards to texturing, i.e. windows, tileable mats etc,. I referenced the "Bolton Town Hall' Building in the UK for the design. I have one trim sheet created so far that has been able to cover a majority of the assets. Any feedback would…
Hello, mate! Great work on this, its looking nice. My number once thing I noticed straight away is the differentiation in texel density on the far arch trim comparing to the rest of the environment. To me it looks a bit low rest comparing to everything else and sticks out :) Maybe its just me though
standard brush with lazy mouse on :3 and some smooth or trim dynamic between the high and low points for sharper folds when needed (didnt do it here tho) will prolly have to do proper basemeshes for everything eventually too i suppose (it's just a dupe of the body mesh with bits cut off atm)
Hey Tyler, Thanks for the feedback!! yea i still have a lot to learn and fix @.@ and yea like you mentioned with the neck trim... thing... haha, yea im having a pretty hard time with material definition... i thought i was going in the right direction but guess not X.X guess time for more studies!!!
I agree with what squatedbug said about the fireplace having wood trim, just doesnt look rite at all, esspecially with the similar tone on the back wall. My only other crit is the general scale of the scene. In particular, the chair and end table seem enormous compared to everything else. Looking good otherwise.
Ok I changed the geo on this piece I am working on to fit my needs but if you look at it I can easily change the texture on the trim at the top and at the bottom and the area in the middle for both the wall section and the pillar / edge pieces. I cut the geo into the windows because these can actually be changed and…
you might want to try and use a bunch of small textures. a brick, window, trim etc... that tile of course. I'd say nothing larger than 512x512, prolly could get away with 256 or 128 for some stuff. be easier to give pointers if you had an example of the style of building your going for too.