Hey cptSwing, I've fixed the bug(s)! (at least I hope so :poly122:) I've uploaded the new version on my website (1.0.1). So now you should be able to successfully launch the application using the script in Photoshop CS2, it should also no longer tell you that you don't have any visible layer when in fact you do! (This was…
Thanks for the tips guys. I'll be making some major tweaks on it soon. The key goals I had in mind while making this texture are as follows: 1) Get some significant depth to the mud (the tire tracks) 2) Get Large Details + Medium Detials + Small Details (Micro detail) 3) Get some good color balance to the texture (get good…
@ Earthquake - Right. I think of DdO as a baseline for texturing. My issue is I don't like how you control the layers and masks. I find myself getting lost in how it sets up layers and I end up not fixing somethings that I want to fix. I know you can create your own materials and wear settings ( and I have done that), but…
Much better, but I feel like it's all a bit too yellow at the moment. I took the image into photoshop to see if I could adjust it and get some better color range: Not perfect, but it gets away from the yellowness that was bothering me a little. You can create a color-lookup-table for use in UE4, if that's where this is…
I personally feel like it's easier to iterate on high frequency details, like rust, in Photoshop. High frequency normal detail can be added easily with an nDo overlay. For example, how much time would it take you to change the rust pattern on the zBrush sculpt? It would be pretty fast if you had a painted metal layer on…
I love the look so far! It's really coming along nicely and you've made excellent changes to the screen and the tape. My only comment is that it all looks a little too clean. I remember when I was a kid, out tv screen was similar to this and often times, it would build up a layer of dust on the surfaces and all over the…
In my opinion you should just start to model a house, just keep in mind while modeling "how to texture the house later". I would put all the details you want into your house… I modelled more than 200 buildings by my own, so after a few buildings you become the feeling what will work out and where you can become some…
I love your pick, some things that come to mind:* You might need to intersect the model later to repeat textures (looping) if you don't want to waste to much texture space. * could be a cool idea to make a small looping animation once its all textured and done, with a cycling random stuttering camera so that it appears…
You can actually tesselate your terrain as a grid. Create a tiling terrain texture, then duplicate this in Photoshop, and add a new variation layer over the original. Erase the edges of the layer so that around the border the image is identical to the original tile, but only the center is different. Avoid erasing edges in…
RawTalent, I think the two most important things you need to learn now is: 1: Scrap work and start over nomatter where you are in regards to it's completion. 2: Use concepts and pictures for reference and follow them to a T. Nothing looks right if you just keep looking at it, you need to compare, at all times, from as many…