Really like that paintover Ben. Just to add to it a bit (maybe you can get some more ideas from this Justin) to also help break up the tiling on the back buildings (besides fixing the texture seams) maybe try adding some smaller windows. It looks like that area could be a stairwell. And for the building next to it (the…
A bone in a 3d package is not a bone that you get in a skeleton. A bone in a 3d package is simply a deformation helper that mimics bones, and muscles and sinews. Now, those low poly meshes are REALLY low poly. Keeping it low poly like that requires that the bones are placed with the pivot points much closer to the surface…
I would call it done at this point but I do have a few things I would toss out there to keep in mind for later. - That is a pretty wide alley way, you might want to adjust the camera lens setting, or just move the buildings closer together. It looks more like the width of a street than an alley way. - The camera feels like…
Lots of art stuff to be doing, better get to it!! May I introduce The Art Sandwhich!! A quick painting every weekend to form the bready crust of this bad boy stuffed with weekday speed sculpts and garnished with a healthy dose of quick drawings whenever I be bothered!! :) :poly142::)
Hello Polycount :) We've been busy at Shield Break Studios and finally releasing our debut title, Bierzerkers, onto Steam Early Access in 2 days. Super exciting and scary. We really want to support user generated content Valve style down the line so I can't wait to get some polycounters involved :) Here are some…
Hey Polycounters, I wanted to share a finished Substance I made recently. It was inspired by Leonid Kazyukin's ceramic Tile Material https://www.artstation.com/artwork/2L2YJ as well as Sibret Corentin's work on the Mess Hall http://www.corentin-sibret.fr/MessHall.php The tile has three different types of damage masks that…
Dudealan: The ground has parallax occlusion as well as a normal map, and some detail bump to break apart the mud's gloss. Since everyone is asking maybe if I have a few minutes to spare I can break down how I made the texture... I'll post my workflow and the texture flats when I head into school tomorrow. (hopefully I…
I have not looked into normal or specular maps yet. I'll look into a game engine in the future though. I agree, for a first shot (and without a paying account on CG textures I agree). Are there any good ways to break up a tiled texture without having larger resolution ones? Blurring techniques perhaps? I tried to manually…
Update time! We decided to move forward with Ayi's last blockout, so I worked into some of the architecture, looked at how we could repeat some of the prominent shapes and break up the background a little. I also attached a collection of references for the architecture as well. We're gonna be breaking down the scene…
Im glad you changed your lighting setup from the first post, it looks a lot better. As a whole it looks great, id like to see some more small techy bit pieces to break up the large shapes. But If your reference images have a lot of clean surfaces then id say break it up with a procedural noise just to make it more…