Hey gurls, i just watched the digital tutor about mutiple uv sets - but it didnt answer my question.. after searching - i decided to start a thread. i have one texture with different parts (tileable, trim , rare etc. ) Is it possible to tile one part of the same texture in another uv set ? For example i need the bricks to…
I have modeled the building below and exporting it to Unreal. Thing is, it is big and wanted to have enough room for my UVs. so i broke it into pieces. And theses are some of the pieces this is supposed to be the brick wall. And these the windows and more. I did unwrap them (every element) and "GROUPED" everything into one…
Hello , I was wondering what woudl be your workflow if you wanted to make a Wall texture .... I mean a realistic one , taking a real image of a brick messy wall from a castle . You get the texture, you make all the tiling , but then how you do to get a realistic extruding normal map ? Most of the tools that automate the…
Hey guys. I've been trying to make realistic environments and learn new skills along the way. I've been messing around with the Quixel suite and been making steady progress, but I'm now starting to hit a bit of a brick wall. I'd truly appreciate some critique or advice for the project I'm working on now. Its currently a…
Hi guys! This package includes 4 types of materials created in Substance Designer 5 for UE4: Metal painted floor (fully procedural) Metal floor corrosion (fully procedural) Two types of brick wall (adjust color and fine detail normal maps) - also contains a draft Zbrush and maya and hight map. Tiled floor (fully…
Hello. I have to make like 50 seamless and tileable textures from photographs and I was studying different options and methods and came across Luxology's imageSynth, which seems to do a fairly good job, but unfortunately there is no demo version and the are very few videos of the tool working. Have any of you guys worked…
Interesting structure. I feel like the scene needs more ambient light though as the shadows seem a bit too harsh atm. The vine leaves could also use some subsurface scattering. For the bricks, the wear seems oddly uniform on each (dirty flat sides, rims with white edge wear), but as if you wanted to show long term…
JUST A FEW SHOTS And finally, a few shots of what is now: It's dark and expressionless enough now, but I'm working on it. I have no new content yet. Further I plan to make the grass geometry, add ivy to the towers, in general, add a lot of different vegetation. I will add more mountains for the background. Still need to do…
I have the material set up the way that the tutorial has them (I think) it's using a blend going into a blend. There are two materials the wall, brick under it going into the 1 slot, and then a moss material it going into #2. There's a mask on the mask slot for the moss material's opacity. I need to get it stretched across…
yea I wasnt really meaning an elitist attitude in terms of naughty dog or studios in general,thats more strictly the art direction of the game like autocon said. more reffering to the know it all students that come out of art school thinking they are "the shit" for taking 10 hours to make one metal/brick texture that looks…