Not sure if I understand your approach correctly, but does every different color mean a different texture sheet? Because I would make 1 tileable texture sheet for all the pipes and cables. Also I think you really don't need to make so many new textures for those metal beams. They all look kind of the same anyway. "Ceiling"…
hey naima, If I were you I would hold off on the diffuse texture, take this to zbrush and do some sculpting. If you can get the general form and details of it to look like it's made of stone, it is going to help you visualize better how to texture it (if that makes sense). I would suggest getting some harder edges in there…
you might want to look at making your trims less blocky and adding some more complex shapes in there. If you just use blocky shapes which mean there really isn't too much visual interest. a good reference point for you would be having a read through someone like paul richard's design tutorials as I think you could learn a…
This looks pretty amazing and I'm sad I'm only seeing it now! I have such a weakness for darker skinned gals with white/silver hair (STORM). I love the design across the pieces. The repeated elements really help unify and I'm thinking my own characters could use more of that. I don't think the skin of the face and body…
I'm working on fan art of Usalia, a character from Disgaea 5. She's so adorable... The goal for the final image is to pose her on top of her yellow prinny (the squishy penguin thing). Mayyybe with her idle animation. I'm going for a style similar to Disney Infinity. There are a few things I'm not sure how to approach yet:…
well, have a look at Adrien Thierry's work on Dishonored 1+2. He's worked on a lot of the props and architectural work there. You'll notice he works with modular pieces that make up the fundamental characteristics of the building, and then makes good use of the texture sheet to fit that design. He also works with trim…
I'd change the red too, it doesn't really pop. You should trim down that you're displaying in the props folder, there's a real difference in quality in some of assets. I'd take out all the characters, since you're an env artist and they're not exactly stellar. I'd remove everything in that section bar the half-pipe and the…
@Ashervisalis Hey, thanks for the feedback! Spot on with the cup rings, I might lower the intensity a touch but I don't have the time to make my own haha, thankfully most general viewers won't know it's a Substance alpha which I'm fine with. I've re-done the wallpaper now so lemme know if you think the problem persists,…
Because *if* your goal is to make the asset run on a mobile platform that requires small textures, *then* you'd be stuck because you couldn't use any tiling/trim sheets. Again I am not saying that this is the case for all games - see Rage for instance. Basically people have two choices : 1 - Relying on potential,…
Some progress on particles, i think i figured out the main issue. I thought the arrival time was in seconds, when in fact 1 = 100% of the particles lifespan. Manipulating this stuff much easier in the curves editor and just ignoring the number inputs on the left side now. Very preliminary particle effect, will eventually…