Yeah they're basically just three different masks made in Substance to add scratches and splotches to the base colour/roughness, nothing too fancy. Basically at the moment it goes base value -> curvature -> grunge multiplied in -> AO, not doing any massively complicated blending since I just want to vary the material a…
Same from here, thanks! So I willI stuck on my 21UX untill it dies. Bought it used several years ago. I really like the eye hand coordination. Makes it much easier for me to draw digital and sculpt very precisely. But for rough general sculpting in i.e. zBrush its sometimes more comfortable to work on the intuos. Bought…
putting an FPS gun on a 2048 is very common these days. in FPS games the gun is right in your face 95% of the time, so a map that large is warranted. it may get scaled down to 1024 for consoles, but in all my time working for clients i've always been asked to texture fps weapons at 2048. tbh you're totally off-base about…
Decent for a first model. You should post wireframes, tri-count and map sizes though. You provided PLENTY of shaded angles to look at, but they don't appear lit. Use marmoset engine for this. Depending on where this model would be implemented, the polycount suggests it would be used for a mobile game. I'd say nowadays the…
First, overlapping UV does not equal symmetry. You only get symmetry if you mirror a UV. Most environment UV tiling is done by simply scaling the UV larger than the 0-to-1 UV square. That causes the texture to repeat across the model. Not causing symmetry, which means creating a rorshach or "butterfly" pattern. If you're…
Great reel! Here are my crits: -You should put the aztec golem+robotic empress part at the VERY beginning of the reel! Right after your info. Put the screenshots/stills at the end. You want to draw your employers eye to your reel as soon as possible! Good job on animating it too! That's definitely worth extra points. -…
Yeah, the second paragraph of your reply is really what I am wondering about: You can see my Low, Sub-D, High looks like this. And while Sub-D matches Low pretty well, it's not as close as the High (likely the source of my problem). If I compare the bakes from Low2SubD with High2Low: I can see the Low2SubD one creates…
@'Matro v. Froyok' haha now now, i dont think he meant it that way. (i think he replied to the wrong thread) Youre right that i wont be able to achieve shadows with more definition unless i upped the rez significantly. (its at a 1024 right now for the ground, no need to go any higher) Dynamic shadows could work too, and i…
Commandor, thanks so much for your feedback. Pretty new to texturing so I'm still wrapping my head around all the millions of micro decisions that go into making hte texture right. Plus obviously quixel is a rather large helping hand :) 1). great observation. I hadn't considered how the materials sat together with each…
i think what you need to do is go right back to the modelling stage on your building. Forget about the textures for the moment and observe buildings from life. Most buildings are far more than just a box and have far more interesting silhouettes than yours. The difference between a good building and a bad one is in the…