Thanks guys for the comments! @Kid.in.the.Dark Here's the setup for the grass. Not very complicated, the SSS color is quite important I think. The shading model is set to two sided foliage. I used a generic blade texture I made in Substance Designer and generated some variety for the blades with UV mapping and using 3…
So it is me literally over thinking it then... Is it just me or does gloss and metal look very similar? At this point Im finding it very hard to tell if I really need to use the PBR system. Ive had a look through the UE4 examples and they literally have spec maps on half the environment (scifi hallway) to name 1 and…
Think of how symmetry works. It's a mirror. It sounds like your making a stroke across the point of symmetry back and forth which is at the middle of the stitch. Picture that single stitch and then picture it mirrored over the point of symmetry which is the middle of the stitch and it makes an X. With symmetry on you can't…
The circular type shape he's using would likely be a bad candidate for clamping the edges down, too much distortion. A better solution to the mipping etc issue would be to simply have nice fat bevels in the high that would read well even when sized down. But that wasn't really my point, the point I was making is that you…
Substance Painter is great but you can easily go wrong with it if you go for a hand painted art style. It does the dynamic pbr texturing perfectly, but its brush engine (Vector based?) and workflow leave a lot to be desired at this point in time. I personally find a lot wrong with Mari as well but not because its not…
nice execution. i have some issues w the design but its too late for that. Instead I wanted to point out some concerns about colors. The red strap around the hilt attracts my eye way too much. Of all the parts, the ribbon should be last in line to attract the eye. Same goes with the foregrip (furthermore, I have no idea…
Looking great guys! :) As for the pipeline : I'd personally go with the first one. a.k.a create a few BIG textures (next-gen *yo*) with a bunch of interesting hand-painted materials variations (note the "s" at the end. If you are working with 2 to 4k maps, you can totally afford to have more than ONE SINGLE plank of wood)…
At this point, I have no clue about whether or not we will be releasing tools to unpack textures and other content. My guess ... probably not. However, others have reverse engineered our previous games, so given time, that may happen. We painted our normal maps in grayscale (actually RGB, not true grayscale). We used a…
really nice looking normal bake :D great stuff. for the pod itself, if its going to be seen seperate from the ship you might want to consider some tweaks to its basic form, cargo pods I guess should be basic but in silhouette this could use a little more interest. as for the diffuse, a good starting point would be to…
As the title says. How do you feel about posing models created using character creator in conjunction with zbrush as shown in the link you pasted? I would like to 3d print my models in the future. Currently, I use only zbrush for posing, but it is time consuming and stressful because of the limitations. I would like to…