Im experimenting with substance painter to try and create a sort of a painterly oil-painted look, kind of like Ashely Wood, Monet, Singer Sargent etc... Any feedback on how I could improve this texture? I dont want to go with flat shading, as I want to retain a thick, physically painted look. These are just some quick…
i remember there was a thread a few days ago on creating hair for characters but i cant seem to find it again. if any one could post the link to it that would be sweet. or any other links to tuts on creating hair for characters. i have a go at easypoly hair modifiers script for 3ds max but i couldnt get it so work at all..…
Hello all!) Here is my personal game environment project. The scene is based on New Year decorations in my own city. I was responsible for all aspects of the project and rendered the scene in Unreal Engine 4. Music - O Holy Night (Minuit chrétiens) by Peder B. Helland Thanks for watching! Would be glad to hear any…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Hi all, here are seven macros for Affinity Photo. Those scripts can help and significantly shorten the time needed during the channel editing process as well as conversion from RGBA to R-G-B-A files. The from scratch macros allow stacking transparent vectors or textlayers on top of each other. This only works as long as…
It's a pencil. Coming up next, a notebook. I'll take my awards now, thank you. And I'll ninja the notebook in there too. No need to bump thread for that. Well, that is everything player needs to get from A to B. Everything except the map. But I wait until I get back to my home machine for that. For now I move onto the…
Hello again ! I made some progress in the texturing and made the retopology of the rabbit. I started to make Pix too but it's not looking good enough to post it yet :B I might increase the contrast a bit, I'm afraid some parts aren't highlighted enough and it might not be very readable from afar ^^'. What do you think?
I really fell in love with variation 'B', I think the blue really works (but that might just be Skyrim talking). Here's how the colours look in my head (cold blue blade with warm orange runes), WARNING!: crappy paint-over That look good to anyone else or have I had one too many? :p
http://www.gameinformer.com/games/god_of_war_ascension/b/ps3/archive/2012/04/30/sony-unveils-god-of-war-ascensions-multiplayer.aspx Hmm, interesting. I'm not sure if I'm onboard with that. I'm all for a multiplayer that will work, but I would hate for the single player campaign to be compromised because marketing convinces…
nDo2 + Photoshop, 2x 2048x2048 RGBA (diffuse base value - roughness - tiling dirtmap - transparency), 512x512 colour variation overlay, 2x 2048x2048 normal. Additional 1k diffuse & alpha for manufacturer decals. Very heavily driven by the shader in unreal & pure R, G and B vertex colour to separate colours per each hull…