To improve your substance, you need to work on the height and shapes of your rocks Right now they look very uniform and noisy, without clearly defined shapes. Choose a reference, for example from textures.com https://www.textures.com/download/pbr0175/133213?q=rock Here is one: This is the height map of this material.…
The main problem right now is that your polymer doesn't read like polymer. It reads more like painted metal. Polymer usually has this noise to it that tends to be the defining characteristic of it. (this was the best ref I could find that illustrates this and my next point) Another thing you should do is try to…
Currently working on building a fantasy castle scene, with some Scottish influences. First overall shot, blocking out the general shape of the castle in Unreal in comparison to the terrain that I generated using World Machine. I tried applying some textures to the blocks, but the cylinders wanted nothing to do with it. The…
I think what's said above is pretty good advice. The only things I would have to add is that you could have gone with less polys on some places like the tires and wheels (I think too many edgeloops), the engine cover part (in which some polys aren't really needed)or the door (I don't think you needed to model the handle).…
Ideally you want AO bakes with everything together. Otherwise the stuff that's occluding the light isn't in the correct places and you don't get a proper representation of the AO. Just explode out all the parts that would be animated and have obviously misplaced AO should they move (e.g. the top of the magazine that's in…
Greetings! I had some oral surgery done on an impacted wisdom tooth and had it removed. I have been out of commission for almost a week and just taking it easy. Just have to do it one more time in a month or so, hurray... A small update with some rough leg sculpting. A bit lumpy, still getting a feel for the shapes. The…
Alright, so this might be more suited for another thread, but I'm going to post here since it's directly related to my current project. I've been trying to really hit the style of the Halo 4 rocks and I've gone through a good dozen sculpts to no avail. I'm not sure If I'm using the wrong brushes, not doing enough in making…
Look at your screenshots with the painter's eye. Would you expect a bright grey or white object to shade all the way to pitch black in real life ? Now imagine any great looking stylized lowpoly asset presented that way. They would all look like ass. Tweak your ambient setting in your 3D app. Also have a preset when the…
The only issue with procedurally gradient mapping in udk atm is the number of lerps you'd wind up putting in for more than a single color change. if you want a 2 color "gradient node" just make 2 color constants and lerp between them with the alpha being whatever your were gradienting over. You could do it in a custom node…
It's amusing how this went from someone asking how to replicate an example texture, to absolutely beating the pants off the original. The original was obviously either photosourced or in any event transformed one clump of grass by stretching, scaling and rotating it. It's not awful, but it's clear it didn't receive even…