Looks great! Is the hole in the ceiling actually going to lead to the roof? If so you could add puddles/ water damage around it. If you are looking to break up the ceiling, I think you should add this sort of trim, it'd sit well with your current style. Also the floor support timbers look a little too tall, but if it was…
The best way is to just make a copy of the body, then give it a normals modifier. That will flip them to back facing. But just make a copy of the model, hide the original, then delete all polys except the ones that will be seen first. ======= Is this your low poly? You can really trim it down a lot. ==== But those gaps are…
This is coming along really well. It's a bit uniform at the moment though, will you add colour to your textures? The normal detail looks cool but it's all a bit brown. Lighting could help of course but I guess it also comes down to whether it's an old unused bath, if it's overgrown, if it's in use etc. Having said that,…
Here's a process gif of one of the chairs you can buy that we did a while back. This one was painted by Rich. Probably going to need some re-work as this is a unique texture - like most things in the game. Now, though, we're trying a different approach of using trim sheets for everything. There's only two of us so it'll…
Hey guys, Made a chandelier and a ceiling rose, as was suggested earlier in this thread, beds it in quite nicely I think. I've also rebalanced some of the textures to make them sit better in the environment, namely the roof trim. Here's the chandelier in Marmoset - I used a custom shader in engine to emulate the crystals,…
I use splines to make those really impossible shapes. Splines and lots of spline trimming. I also build up a collection of bits and pieces like floaters and tubes and drill shapes and such to just Frankenstein into what ever mesh I happen to be working on. Been getting into XSI though. Loving its tools. My workflow may end…
As modular stuff goes,it looks pretty nice. I especially like the windows and the clean way everything fits together. What I would recommend is a bit more grunge and material definition, especially on the brickwork. As it stands I can barely make it out from that distance. also consider giving the roof trim some more…
hey guys, fixing up stuff that xcon critiqued, and yes i would love to do a decal pass after to add in some grime here and there, I'm still changing some things around, i feel that i'm going to get rid of the windows around the front door and go in to add in more trim work around it instead., i'll update with new renders…
Hi Guys here are my latest Substance works, some simple materials : And some "Substance Factories" I'm working on, trying to think about how to use the best of procedural and connected stuff for a level production : The last two ones are still really rough, need to work my underneath materials, remove a lot of artefacts,…
Yes, it is incredibly easy - just as Ruz says :) I use it all the time, it's insanely handy for highpoly stuff, I mainly use it for breaking off edge selections as renderable splines for quick "surface trim" or pipe detail... also as guides for deforming other objects, and it's also very handy to use as a distribution…