www.digitaltutors.com For the price of one purchased video, you can subscribe for one month, and have thousands of videos on many many different subjects. No I don't work there, but what they offer for the price is a pretty darn good deal. I was debating the same thing you are having trouble with a few months ago. I…
Finished retopology, learned a lot. Realized I could smooth out the trickier parts of my mesh and reproject the details later, so that simplified some of the tricky areas that I was stuck on. I'm sure I'll see things with retopo later that I could've done better. 20 triangles, 7k quads, and 6 ngons (which I have to go and…
What steps are you taking? Give the mesh UVs, and a Texture (Tool: Texture: New from Polypaint if it doesn't have one). Manually drop it with Projection Master / G (Color only, fade optional but I keep it off). Then Zapplink should take you straight to photoshop. Do your painting, and make sure you end up with the same…
Go darker than you think you need to. It's easier to pull back than to inch forward. It feels uncomfortable, but it's better if it's too dark. That's what I had to learn over the course of a year. Got me a better handle on defining forms. Also, if you want to avoid doing destructive painting, do all your darken shading on…
I'm currently working on a similar setup right now, and I must say that its difficult to judge right now. I would say thats its kinda hard to see your main focus point even if we know that your jet crashed into the building. I would say that later on, your lighting will make it way better. At the moment, its a dull…
While the single channel curvature/detail map/whatever you want to call it is sort of a pain to work with, and I would generally recommend baking out a multi-channel curvature map, you can split the content with the single channel map. What you need to do is make two copies of the content in photoshop, and then use a…
Just some first thoughts... not a big fan of the home page. It looks incomplete, almost like an empty template. There are no pictures, and it has this giant "work goes here" kind of text. Would be nice to have something on the Game Art thumbnail and VFX Thumbnail to kind of indicate that there is something inside. Not a…
funky.. you're not actually using the model's normal map to control the deposits. easy to plug that in later anyway. I spent some time last night chasing down a solution.. got a few close things, but nothing that worked exactly right. I have a similar desposit example shader made up, but I was using an IF based threshold…
Played some more with it, I have a neat little trick i've been using at times I thought I might share. What it basically does is that it pushes the shapes to be more pronounced without having to go in and manually sculpt it all in. It's a bit messy and "Blunt" to use but I find it effective when you're in this kind of…
do you have to use a RGBA Split to get it out and is R the height? Yes you do! From what I can see, if you want to make a pile you cannot just use this height sampler node as you will face lots of interpenetration (+ You won't conrol depth very well) try using Pile Layering which masks most elements that are over other…