Thanks! I'm glad someone else recognizes this map! :) The central pillars. Like the corners be sharper? I purposely made them have rounded corners since it didn't make sense to have super sharp edges and if you look at the original, it was just reusing the texture for the small pillars. Maybe decals or more damage on the…
@Donato Thanks for the compliment! The paint-stripped stone texture is "Damaged Fort Wall" from Quixel Megascans. You can download all Quixel Megascans for free to use in UE4 with an Epic account! After you download a texture, you can import it into Substance Painter with "import resources" under the file menu. Below is an…
Ultimately, the output is to a normal map so Substance Painter has deprecated a lot of the work I once would have done using floaters and Zbrush sculpting. It really is a matter of a 'per-aseet' basis. The Zbrush sculpting pass can be entirely skipped to great benefit if the same work can be done in SP. Adding your normal…
Great you are showing single assets! Maybe give some more background? What stage is this in? I'm going to assume this is WIP. Did you want to copy the barrel from the reference? Because yours is a lot less interesting and looks like something one would come up with without using reference. The dents look like fairly big,…
I don't really know what to say as far as a process goes. I just have a bunch of things I know about metal which I try to keep in mind when I make textures. Generally, the specular is the most important texture for a metallic object. The diffuse is going to be pretty bland in comparison. Edges are important in metal, and…
does this really sound realistic? "once everything is automated" - just a given? and what is "everything" - the jobs that we happen to do today, in 2017? one point in eternity? two hundred years ago 90% of the population was in farming on a capitalist basis. did mechanized agriculture cause capitalism to fail? no. those…
Hey, good stuff so far dude. The most important thing is knowing the style above all else. Being current/next gen is just a matter of process. It can be learned or taught easily, just having the eye is most important. With your vertex painting here, tighten up the dark texture outlining on the pathway, not so thick. The…
Hey I just wanted to drop some crits real quick. The modeling itself is really good.. and by that I mean that it has a good silhouette but the lighting and texture have room to improve. Considering its a single asset and maybe its going in your folio you want to tell a story through a your texture. Your rust is all over…
Hey Cordell~! Looking good so far, I really like the added rain. I think you can keep the leaves in there but they need to be knocked back a bit. What I said before about the leaf saturation as if they're freshly fallen, I think it'd look a bit better if they were dead leaves and would be less noticeable. If there is ivy,…
I love where you've taken this, that last shot wooo!!! Couple things that will make this stronger. Vary the lighting, why do all four lights have to be on? Design 101, three is more interesting than four and you have a lot of that happening in this room. Maybe one of the clock faces is damaged, spare gears stacked up on…