the thing is how clean should it be..? as clean as you need it... if you need the asset only for baking... its faster to do the final cleaning pass in Ps.... if you model a hardsurface asset for rendering and its only 200 pixel big on the final image it dont have to be that clean... if the asset is getting damaged and full…
I'd say it means no more cut corners. No more un-chamfered building corners, no more damage and edge wear without smooth blending, no more elements with just a tiling texture thrown on to minimize texture usage, etc. I want to see some unique localized detail! Using a 4096 map, but still use these types of old-school…
Thanks guys. I guess that using a linear interpolate is what is also used for creating damage masks? I have actually managed to use a movie texture to create the controllable morph effect that I want, but I will definitely have to try that out as well. I have not had much luck looking into what a mix map is. Is that just…
Because there are the companies that know the law too well and knows how to traverse the dick-swamps of cloning, it's fully legal but can be very damaging PR-wise, which is something these companies will learn the hard way eventually. It's basically as close as you can get towards plagiarism without actually doing anything…
Had some time to myself and saw some interesting underground concourse ref, so I'm playing around with making intact Vs damaged fixtures, and using Transmission convincingly: Quite happy with the first third of this study, but I'm pondering how to make the mid and background more interesting, without cluttering the…
It's been a while. My car is almost there. (Yes still not finished!) It will never be complete for my portfolio any way. I'm new to the pbr stuff so it's taken a while to understand stuff. I just need to readjust my damage passes because they don't look natural. Also, hard surface is just not my friend. So I've moved on to…
Really like what you have done. You could make some scratched and damaged looking ones. The only bit I don't like is the Daleks base. It looks a bit too sharp and angular (and maybe low poly?). Perhaps adding some rivets to it would break it up, and softer bevels on the high poly so the angles dont seem too sharp. And do…
@almighty_gir Ah, okay. Let me know when you got it hosted. I want to play :) Jackablade is right, I had to re-upload ours. @Jackablade Holy shit that game is amazing! Everyone, you have to give that a try! "celebration is disenfranchised and addictive to mankind" Lol, maximum damage. It occurred to me I never posted the…
Hello! I guess vehicles would benefit a lot by using layered shader/texture. this would make painting decals, base metallic paint and gloss much easier. And i think why GTA IV have a lot of overlapping UVs its because they use different UV sets for each material. A good car paint shader can be a little complex, because its…
I think its looking good, i agree with the protortional crits from torch but i also feel it is to clean, there is no battle damage. youve done a great job with everything but giving that little details like scratches in the leather and mud and dirt on the boots and even on her little cloth i think would add so much…