nice work so far.. I'd work a little more on the overlays you're using to define the scratches/weathering (lower half of no 1 and 3). The scratches would most likely not flow across surfaces of different depths, and could be stronger at the top lip of each protroding surface where the scratching object has struck harder.…
@jfitch That is actually one of the ref images I've been using. There is three kinds of peeling on the shingles, a shallow speckle that can give the 'islanding' effect, a large surface level and holes that reveal the shingles underneath. I think the holes are still reading like peeling rather then holes through, maybe the…
I've started using it a lot on hard surface stuff. Generally I'll need some kind of support loops if the polygons are really long, but it's nice results generally. I use the Catmull-Clark surfaces anyway as they deal with problematic topology much better, but if you have all the support loops in, you wind up with…
Usually when game artists say "texture" they refer to a single bitmap used in a material. However, if they say they are texturing, they mean they are creating all the bitmaps that go in the material. Sometimes this includes the material settings also. But usually it means just making the bitmaps. A material is texturing…
Hi ll_, about the water surface highlights its because I was render the character before apply those reflections, this is how the picture looks now: about the fingers yes I need to work on it and use some references, and the water surface now its better but ye, it doesnt look real :/ . Thanks for the feedback, and no…
Here's a tutorial I made to show how to create tape within Marvelous Designer. Quite simple, but maybe some people hadn't thought of it :) Alternatively, you can also change the friction of the fabric to simulate a sticky surface. This will allow for it to stick to most surfaces without having pressure, allowing you to…
Hello! Progress made! Here's a shot of the hard surface modeling on one of the side struts for the high to low baking. Things of note: 1. Most of the surface noise/weathering will be done with Substance. 2. The skulls/skeleton will be from the zBrush high-poly model, so I didn't do anything to them here and they look…
Hey! Keep the cool stuff coming! I think the Korean building definitely needs some more work, i would probably not bother with cleanup on something like that, seems like it didn't have enough photos to work with. With flat surfaces like that, sometimes you want to just move around while looking at the surface straight on,…
It took me a bit to figure out a good surface to track on. I think I have poor lighting, that's why. I also tried tracking my hands as surface, which didn't work :P A reset everything button would be nice. I had to quit it a few times while figuring things out. Does the OBJ files support vertex color ??
I don't think this is possible in a forward renderer without drawing a separate copy of the objects projected onto for every decal on the object; unlike Cryengine or another deferred renderer where the unlit colours and normal of the surface are stored and the lights are done after (hence deferred) in a forward renderer…