Doesn't that just mean there will be more frustrated chicks around for you to move in on? I mean, an area that safe and stable for raising a family is also an area where its safer to wander around drunk or stoned late at night at the weekend also.
heres my alley facade. cant really enter the comp as i started this awhile back but this is the new direction its going. Most the props are textured except the fire escapes new windows / cill stones. any feedback is appreciated.
whats the best way to do it? for metal stuff I get it, build modular assets with borders etc, but what about for instance a cliff face or dry stone wall? would you paint the displacement on a plane, render the normal map then fudge the tiling in photoshop with clone tool?
Free Substance File/Texture available on my gumroad : https://gum.co/wBCnj Artstation Link to the Project : https://www.artstation.com/artwork/LdgVK Stone Wall Material I made today in Substance Designer. Would love to hear some Feedback, Cheers, Lucas
maybe we've had this question before. But let me eloborate on what i mean! =) :D How do people go around to create for example a tiled wall texture and then make "unique" stones and trying to get the texture to almost the same level when it comes down to color and style?
Hey, cool blockout and atmosphere 👍️ I'd keep an eye on the statues' silhouette that it's readable and has room to breathe. If made from stone, thin pieces will likely break off over time. Overpaint with a very simple silhouette (maybe too simple) Much success! 🚀
Hello Polycount! So this is my first time posting on this site, so please be kind. I am a student studying Video Game Design and am currently in my last semester. We have 15 weeks to complete our project of putting our Portfolio together. My idea for my main scene is to have an old-looking General Store (complete with…
I just ran across Vertex Shading as an AO technique and I think im gonna give it a go in my new scene. Its 3am at the moment and I have looked on the wiki here and other places and taken in as much info as my eyes can process right now. One thing that confuses me is are vertex colours stored inside the mesh file itself or…
So, I've been working on this for a bit and I wanted to share my progress on this project, with the hopes of fueling my interest and keeping my motivation going. This is a castle is inspired by the 13th century. I've always loved the medieval era and I've been researching to get this place looking as historically authentic…
This looks really nice and clean modeling. Would like to see wires and textures when it's complete for sure ^^ ..Are those daggers on her upper arms? It's just the material doesn't read like metal to me, looks like, shiny stone?