Hello everyone , this is my first ever post in these forums I'm leaning Substance Painter and some other softwares to try to land a job in the gaming industry and build my portfolio as a texture artist This is my 2nd project using substance (technically 3rd) and i was hoping to get feedback from the more experienced people…
Artbook just arrived, well worth the £20!!! its all 2d bar an early concept sculpt but seeing the design development and process is super awesome. This could of been a very different game I loved the game, the ending left a bitter taste as it , but the story was super engrossing throughout, I couldnt stop playing. Combat I…
The braids aren't clear enough for me to look at it and see it for what you intended. And when I do "get it," it still feels awkward because it's a pretty unique hair style decision on an otherwise "normal" character. Sometimes putting something in just because you like it isn't a good enough reason, especially if it ends…
Well if you used reference you should either get better reference or you should try to interpret what you see differently. It starts with wrong muscle flows and volumes, i could say that calves don't look like that or that thighs don't look like that but i would end up telling you that pretty much everything is looking…
Decided it was time to learn blender, using this concept and apart from a few bugs in blender its mostly been a fun project. 1st detail pass is done. In unreal 4 now textures are placeholders and props are just there to see if my model fits ( taken from advamced village set) Next up fix some errors, bash out next variation…
Could it be that also the 2nd uv area (the one left from the one you marked) does not bake out correctly but you can't see it bc it's pointing to the very first uv area - with is identically ? You are trying to do an UDIM workflow, right? Edit: btw.. did you mention your software? is it substance painter?
ok first: your uvs are totally awful I bet it's some kind of auto-unwrap that you didn't touched once - at least it looks like that. And 2nd you can check under the brush setting the "Alignment". The default is tangent, wrap and should be the usually preferred setting.…
so i thought it a good idea too ad a 2nd character which i figured blitz would be fun to armour up with a bit of a medieval look lol (only temporary might scrap the idea). decided i wasn't digging the glove so reconcepting that (again). need a little more perspective adjustments i think.
Unless I am wrong I only see 2 pieces of work? Not sure If I can navigate around it or not. With that said, the mech peice looks awesome, I think it's really well done and have no crits. The 2nd piece looks like a neat prop too. I would just like to see more :)
Hi there! I'm new and worked on the Vector Silenced so far. This is my first High Poly weapon and first challenge ever. In the texturing process I recognized that i did wrong at some parts but wanted to continue texturing anyway. Guess I will be working on a 2nd version with improved details such as the shaft attachment or…