Cool, I would still toss in a few more loops around the top of the head to add some some curvature. One pretty easy to do this for a curvy surface like this, while preserving your unwrap, is to throw on a turbosmooth modifier then just take out the extraneous loops with an edit poly mod on top of that. Also what exactly do…
Oooh, I like the idea for the bubbles. I did just paint on the outside because I wasn't sure how to approach it, but I will likely go in and make that change. I'll also look into adding more detail to the texture maps. That's something that I've struggled with before, I guess I don't know what exactly to add? But I think…
Main Building Exterior blocking almost done i will add other parts while creating full highpoly .also in blocking stage i am chamfering edges to get smooth look and some places i used turbosmooth to get even more smoother look . i did some minor changes which are not visible in concept . Now i will proceed to terrain and…
Thanks for the awesome replies, I really think there should be a thread about the discussion of PBR workflows :) I had a look at this So it looks like to get the colored specular I was talking about, you can add color to the roughness? I thought the roughness had to be grey scale. I was also wondering, how did quixel find…
DarthBotto: Thanks for the feedback man. In the future I plan to add in some vegetation on that far back island but I need to make LOD's first. I also need to redo the skybox. It was rough and quick to get something in there instead of the black background I had before. Do you have any ideas? Fwap: Thanks for the link man.…
Just download the substance painter trial version and see for yourself. If you want to do dirty and worn metal stuff I think DDO might get you results quicker if your bakes are spot on. I bought substance painter on sale in the hope that in the future they will add a "healing brush" kind of tool that allows to easily…
Thanks for the advice, @lotet and @modebloggen - I agree that the trees were kinda off. I were thinking the same thing about a more hobo-esque style, I think it will fit better for this scene:) Update: (sorry for the bad light^^) I will have to damage the floor more and the hole to make it reasonable that a train could…
Is that an eidolon or are you trying to replace the main model itself? Anyway, like polarbear said, getting this published in the workshop is going to be difficult. If you still need some help, you can add me on steam: http://steamcommunity.com/id/bigpet Not really an expert but I've tinkered with custom models and helped…
@Eric Chadwick The weird band problems on the top and bottom wooden faces outside are from the normal map. But I have no clue what is wrong since all I did was transfer the normal map from my high poly model to my low poly model. The metal bands are from a normal map incase you have forgotten otherwise I can't seem to…
That would be great! You can get a wiki account here. I did a wiki search for your nick, found the Team Fortress 2 page. You could start there, or you can add a new page, whatever makes sense. Edit... we locked the wiki to prevent the incessant spammers. So now I'm the gatekeeper. But I'm very easy to get thru. [ame]…