Following the 2021.2 release, the 3ds Max roadmap has been updated to reveal some of the new features we can expect in the future. This includes: * improved Brush tools * a new Asset Depot * a modernised Trackview Treeview * UV-less decal texturing (using OSL) * OpenVDB-based Volume Booleans and native OpenVDB support *…
hey man! looks good so far, but: 1. If a room has any light source in it it doesn't have any pitch black areas. 2. Those bushes need some adjusting, maybe look into making them in layers if you know what i mean 3. Cables should have some hinges that hold them in place and maybe more polys 4. Ground meshes under the metro…
@NathanBarat: No i havent touched upon lighting yet, i wanted to get everything in and textured before i did the lighting it is just point lit at the minute to test lightmaps, textures etc. @Sharvo: thanks for the feedback i am going to experiment with decals and overlay them on top of the texture to give a bit of grunge i…
I think you are talking about the weighted normal and normal decal workflow. I thought about it, but I'm not sure if they are using it fir every assets or only the bigger ones. Since this is a more a classic prop (then a environment piece) I believe they will use a normal approach with it and that's why I will do it also…
Very nice The only thing that is really lacking is some larger forms in the texture. Some nice big chunky specific damage, a large scrape here, a dent here, something purposely defined that tells a story. Right now you've just got a little bit of minor wear but none of it stands out, its just there for basic material…
Looks well done in presentation. My ONLY crit is that the textures look too over sharpened and low-res in contrast to how well the baking of the lighting and shadow resolutions are at. In particular.. The light as seen is very bright and desert like, while that being what it is.. Takes easy notice of the textures and…
@lucasz thank you for your feedback! I agree that is too clean, the project it took me so long (I have been learning Houdini during this project) that I didn't want to spend more time on garbage for now. But I have hope that I will continue the project in the future and maybe to put the debris procedural on…
vertex painting, decals, mesh objects scattered around to break up the tiling, even lighting can play a part in breaking up tiling textures if you have interesting shadows casting on it and also using colored lights creating different hues and contrast across a surface. Scale of the texture can also play a part in noticing…
I know you're only just starting out on this particular environment - but a few things rub me the wrong way: Really nice assets so far - but for a subway/train station - the floor surfaces suffer from being never used - i.e. there's no scratches from luggage - chewing gum stains and more importantly - footprints/shoeprints…
I was using a lot of already existing stuff for the level art in the riverbed. For the big Cell structure was just a few new textures needed the rest was already in the game and in a very good quality to use. To get a more unique look of the level we had to create some special props like the rusted ship containers. If…