I'm making a small game that got single player and local multiplayer only. It will have up to 4 players or AIs at a time per game (no more than 4 ever). The game will be old-style low-poly with low-resolution textures like a PC game from 1998. I want it to have tons of blood and gore like Left 4 Dead 2. I got 5 characters…
I haven't tried it recently, but nothing I've seen about updates has convinced me otherwise: ArmorPaint's a little simplistic for many goals. If it happens to fit what you're making, great, but think about how annoying it'll be once you want to branch out. If you want a cheap alternative to Substance and you're already…
That sucks about the card, as far as the texture work is going it's looking good. I agree with ysalex that you could do with more contrast in general on the clothing, fine contrast through noise layers or adjustment layers really help sell clothing. I'll take the denim as an example as that seems the furthest along. Due to…
brushes are kewl, it seems easier for items like this to just use photos and manip them a bit (which im sure your doing) but the brushes are giving it a painted look a bit, kinda soft and fuzzy or hazy in places. for the normal, ummm im not sure what your work flow is for this. I usually do a highpoly in max then a low. i…
Try using a layer effect. Paint a mid brown squiggle. Double click on the layer and use layer effects bevel and emboss.. set this to make the mud 3d looking. Be subtle and use lots of layers to get depth. You can then turn on outer glow, and set this to multiply for wet mud or screen for lighter dried mud. I usually have…
I've been experimenting a lot with the time editor and clips in Maya lately, and while I see the merit of using it, there are tons of little quirks and annoyances that make it very difficult for me to work with it. Once you've converted an animation to a clip, it feels very "locked in". You can't really edit the animation…
Okay 8 years ago me; Here's how I should have blocked out most of the primary objects in the scene. I threw them in to Unreal to see how it's working before moving on, to see if I needed to adjust anything: I saw that the shelves and the cabinet were both too short and looked way too small, so I just scaled them up in the…
I almost always use masks and fill layers to accomplish what you're describing. Create the fill layer, and set the values for each channel however you like. Then, create a black mask on that layer, and paint only on the mask. You can then go back and make adjustments to the fill layer. You can build up complex materials by…
Looking good sofar :) i have problems with layering lines too. It mostly works if you create your outline on a new layer. Once you are happy with it - merge down into the layer below. Then create a new layer and start your new outline. If your line tool wont work at all then create the line elsewhere, on the same layer,…
I wonder should POM typically work on multi-layered materials? Like ground surface with 2-3 layers . We have an issue with it working only on first layer. Is it a common thing or it's working on any number of layers in modern games? Also what people do to overcome certain floaty feeling of it especially when seen at sharp…