Hi guys, In this thread I will post my Tile Textures that I am creating over the next few months. :) So the first Texture is a Brick Wall. I'm going to break up the Texture in UDK using Decals. :poly142:
To further clarify, I think you could achieve some dust/imperfection with decals slapped onto parts of your scene. Maybe a bit more in corners than in the middle of the floor for a less uniform look.
Hey all! New to sharing on Polycount, been modeling and growing my skillset for around 6 years since uni graduation, with a lot of life events and breaks in-between. I've been really pushing this year to massively up my game and push for my goals of being an environment artist in the games industry. Below are some shots…
Tried to work in the feedback, started with the double barrel edge wear and then tried to change the yellow markings to red/white. Unfortunately it didn't look good (the yellow just added another color, even if it's only a few pixels and to make the red/white signs work, I would have to add additional geometry and I don't…
I think a hybrid method that's a mix of what @JordanN and @bitinn explained is the way to go, but instead of mesh decals like originally in that Doom 3 effect, I would cut the page around the bounding rectangles of every element (so the decals are part of the page, rather than decals on top) and use different materials on…
Blackula: I agree, I'm working on that, just trying to figure out an efficient way of making the grime either decals or setting it on the texture although the texture already has some but for some reason, I think the lighting is washing it out O_O GCMP: Thanks man! Love your Fried Chicken Shack progress BTW, I gotta do…
game dev has been around for decades, but no one's been able to automate game-ready retopology that matches an artist's hand, I think they're up against a decent challenge. Also whoever wrote that art test listing sounds like a wanker.
Honestly - the only things that have changed significantly in the last decade are substance painter getting released and computers getting faster. apart from that it's business as usual except there's more detail
You'd be surprised - someone at Mythic did an asset count comparison between Warhammer Online and GOW - I don't recall the number but we produced alot, maybe 2-3 times the assets? Then again, we didn't have to deal with normal maps. Not knocking Epic's stuff, the amount of time they spend on each asset really pays off!…
Does anyone know why when I expose a color input into sbsar and drop that sbsar in Painter I see something like extra gamma correction? Getting milky. I use default legacy color management . Shouldn't it consider any color input to be sRGB rather than linear ? in Designer the very same sbsar works just fine for example…