I plan to create the circled areas as separate from the main floor, but I'm wondering if I should use UDK's terrain landscape tool or its vertex painting feature (On a Static Mesh) for the flat floor. Maybe it's possible to create the flat floor AND the circled areas with one terrain? My concern is getting everything to…
Anyone knows if it's possible to do some kind of emissive/glow effect with just polypaint? I can't for the life of me find a way to do this. I tried the Colorizeglow material. But that one only renders in Best mode, which means the Materials Blend-radius slider has no effect on it, so it looks like crap. BPR doesn't seem…
If I understand this right, I can blend to textures together using vertex painting. I must insert two maps into the A and B channels of a lerp node and then apply an alpha expression to the alpha to dictate which map is visible where. What I do not understand is how to apply a third and fourth map using the green and blue…
well i am used to creating a huge/infinite bleed around uv's just because it look nice, for presentation purposes but when baking 4k texture for example you can only have maximum of 64 pixels. any way around this? you can do it in substance painter but I don't like that airy fairy look it produces
Heck ya you're ready, apply away. Neat art! The junior character artists at my work don't know rigging, skinning, blend shapes. Would be good to know I guess, but still, start applying now. Keep working on more personal stuff though!
I never had a need to do it myself but my guess you can bake two displacement maps in Zbrush itself without exporting geometry, one with the layer and one without, then use "difference" blending mode in Photoshop or just subtract one texture from another
Good work! I agree that the clouds are off... not sure what it is but i think theyre too big and too "over the top". That wall decal is a bit weird, like its just an additive blend from a projector or something. Maybe it needs darker tones to show through.
Lowpoly/UV/bakes done - baking in Marmoset is so easy and fast! Try it if you haven't! This is about 50k tris. Fur still in progress, I plan to blend it and add some more variation later. Color is just base, going to take this into Substance very soon :)
For something like this I think the best way to approach it would be use Add blending rather than dither, and turn on Include Diffuse, and paint your alpha content into the Albedo map itself. You can plug it into the emissive slot too if you want more glow.
Looks great mate. My fav prop being that wooden pillar. but one thing was troubling me why you havent left any sace between your UV islands??...they are tightly packed together.Shouldn't we leave some space between these islands to prevent bleeding?