Thanks Foundry! The offering seems appropriate for the price point. I'll probably be picking the mari+modo bundle up before the 18th. However, I'm torn about the no scripts deal. Not a complete deal breaker for me, but I'm sure there will come a point where my workflow will suffer because of it. I'd like to +1 a previous…
I'm looking for feedback again! I have some general ideas as to how to push the material towards the finish line (hand-painting fixes to some of the smart masks, tweaking the colors on the armor, fading the leather and fabric in places and adding more wear, adding some decals here and there) but I'm hoping some polycounter…
Hi
everyone! Sorry for
having been absent, but I was at the end of my thesis and I was very busy
preparing the presentation and filling a lot of documents for the
administration. After that, I decided to take a break because I really needed
it. Nevertheless,
I continued -step by step- working on the temple which is already…
Hey there! This is some nice work and I love
how the lighting has developed so far. At the start it was hard to notice the
clear focal point but now it is being highlighted with the harsher spotlight
much more clearly now. At this point, it just needs a bit more set
dressing. There are certain areas, like the floor and…
For me zbrush is a nightmare so i keep away from it. If you have a specific goal in your head you have other options. For example if you want to import it in UE4, you can use mesh decals with pom. Even if you still want to go through the traditional workflow of baking down from hp, you can have floaters in the hp and have…
in this example Clark Coots posted the blobs nature of cracks have just been clever hided by some other straight pattern. But once you need to do just asphalt with some cracks , without dirt and other hiding patterns you would instantly come to a problem . Besides usually you can't put such style of a texture in a real…
i know its not realy helpfull saying that, but usually the best solution for stuff like this is not getting into a position where you need it in the first place. tbh i don't quite see why you cant blur your normal in photoshop, if you have dialation on, your normal seams wont be affected by it. lets face it, if you are…
So, it seems that basically a bunch of tiled 512x512 textures (with greeble stuff on) is the way to go for the main "mass" of the ship. Then some individual elements get broken out into their own 512x512's and any decalling is added as extra geometry on the top (using some funky shader to fix the zfighting issues). So my…
I see big improvement here :) . Very glad to see it. Throwing some ideas: Tint of scene still isn't warm enough. In painting it's very hard to find greys. In your scene grey is dominating (simple color grading should do the trick) About buildings. There aren't monolitical enough. On painting they have ridicolous number of…
It is still like that though, lots of optimization has to happen to run on the limited memory on consoles and mobile. The limited time good uv work takes is worth the gains by a pretty big margin. Why use 2k map if with good uv work you can accomplish the same in half or a quarter of the res. Most games have hundreds to…