Hey everyone, I’m the creator and director of an early-stage dark fantasy rpg currently looking for a concept artist to establish visual tone for our vertical slice. About the Project: * Working title: “Eternal Night” * Dark fantasy action RPG * Heavy focus on tone, atmosphere, embodied combat, and deep narrative *…
I've run into trouble with a model I'm working on, and therefore I'm asking for assistance/paintover (as suggested here: http://polycount.com/discussion/comment/2555005#Comment_2555005 ) Model: Issues: Does not really look like a girl/woman, as far as I can tell. I've wasted several days, and I can't pinpoint the remaining…
Hi, I assume this is just an updater/patcher as its only 250Mb download? Tried running the installer. It asked where to install and gave the default 'C:\Users\Public\Quixel\Suite'. Unfortunately I'd changed the default install location previously to 'H:\Quixel' but that wasn't detected. So I browse for 'H:\Quixel', the…
Thanks a lot for your input guys. @Xoliul Ok, that makes sense that what matters more in the end is the material complexity rather then the actual vertex color data. @jeffro Instance was maybe the wrong term to use. I was just trying to diffrentiate between when the vertex color data is exported and saved in the model…
I'm not sure exactly what you're asking Vig, but I'll try to explain what I know. Normal maps still require unique UVs in Source AFAIK. There's one example where the normal is mirrored on one of the antlions, but I've not seen it anywhere else and I don't know how they did it. Most of the characters are pretty reliant on…
Hi, first off, thank you @Klawd and @Paxwort for the suggestion and answers. Even though I like the challenge of going efficient and compact as much as possibe I focused a lot on game assets throught my 3D journey. For this project I will try a more detailed approach and not go for optimized. Thanks a lot for the…
While this may be a good way to start, i feel like you'de do even better if you baked a RGB mask to go along with these base mats, as unless you always create perfect basemats and have no need to tweak, ever, you'll end up re-creating layer masks manually in the texturing processes. Which would be much slower than simply…
I like it. Glad you added lighting. Now I think you should take the lighting out and relight it again. If it's a night scene it's too bright and the lights are really bloomy. I kind of like the bloomy lights, just tone it down some. Take the blend mask you put on the ground and apply that same idea to the buildings. I do…
I needed to do something similar(raindrops instead of ripples) and ended up doing something a little simpler. I also tried out Sebastien Lagarde's method: https://seblagarde.wordpress.com/2013/01/03/water-drop-2b-dynamic-rain-and-its-effects/ I took his setup for the single texture with normal RG and two masks. Basically…
Did you watch that movie where they fly to the icemoon called Europa? I don't remember the name, but it was the first thing I thought of when I saw your creature. It's a cool alien. I wonder what it looks like with the mouth closed. Only thing I dislike is the DOF, which I presume is a ZBrush render feature? It looks much…