[ame=" https://www.youtube.com/watch?v=s17Sw9m8H6s&feature=context-vrec"]ZOMBIE BUS (Call of Duty: Black Ops 2 Zombies) - YouTube[/ame] You can see the Bus Driver that I did here pretty well and a good portion of the Zombies gameplay. I also did a lot of work on the modular stuff in the power station, the diner signage and…
Here's what I whipped up so far. Right now I'm just blocking out the foreground using modular pieces. My next plan is to start working on the background building and smokestacks. @9Solid I really like your take on the architecture. Especially the roof trim. Also, thanks for the link to the 80.lv article. It'll definitely…
Hey, thanks! Yeah I went back to take a look and I guess that was one of the very first assets I textured. It shows! Well, I'm done now! Here are a couple shots. The rest can be found at my portfolio Website HERE I made a small diorama to show the modular capacity of my assets: Any and all feedback is appreciated, as I…
ok thank for your quickly answer :thumbup: i didn't know that it called it " texture atlas " I start up my project with simple modular Elements for later create my textures in zbrush and i attach my elements (id mat) but well i want avoid to do with hand. :) i found it if i interest someone [ame="…
Take a look at the link posted above by joeriv. That should get you caught up. The last few pages should have most of the good information since it was merged with another thread from UE4 stuff. It's different because it allows artists to create more accurate(and modular) materials. It puts more emphasis on the surface and…
Alex I'm surprised to hear you say Handplane doesn't take Edit Normals into account when doing the output to Unreal. Epic specifically added support for it to allow better foliage rendering. Normal map accuracy is usually not an issue with foliage since you avoid UV seams in the middle of foliage meshes, and you're not…
Figured I'll update this with some other stuff I have been doing. In substance designer, one graph for making like a rough brick normal from height and other one for making a stylized/handpainted looking diffuse texture from a normal. And been messing around with houdini, did this today for making pistons with hanging…
I know the end result isn't what I declared in the beginning of this thread. It just so happened that another artist I'm working with finished a modular rock piece before me. Here is hers: I basically switched my track to emulate her style to the best of my ability. Due to crunch and the fact that my art director was…
You can actually.. with this button. Then everytime you place the instance it will place with those vertex colors because they are now in your source mesh not the instance. Alternatively you can paint in Max/Maya and preserve it that way. Edit: I didnt realize this was modular, there is no way that I know of to preserve an…
So I have been a little stumped on how to make the large painted details if I break the body apart into a series of tiling bits. I also wasn't sure how to ask the question, or explain my situation. So below will be a picture of a "real" paintjob on the train. How could I replicate this paintjob if I divide it into…