The odds of you making a cent off of commission based work is very, very low. Low enough that you should assume it's zero. That isn't necessarily to say you shouldn't do it. If you like the project and it gives you the structure you need to keep making good work for your portfolio, go for it. But don't do anything you…
Here's a few things I noticed: -The roof tile's normal map makes it look like some kind of stone, and it's a bit too noisy & repetitive -The wood's texture tiles very badly, you can see the same knot in the wood every few inches -The base brick contrast is way, way to harsh, it looks black and white -In your third beauty…
I don't know if this constitutes spam or is in the wrong category but I wrote some things that maybe someone might be interested in If you've got anything less powerful than an RX 570, Substance Painter is a massive pain to work with on any resolution over 1024 x 1024. Not pinning any blame on the Allegorithmic team, I…
ill just copy/paste what i wrote in the unreal thread. those are dynamic shadows. the editor hides them once the object gets too far away from the camera. if you want "real" shadows you need to bake them. 1. make sure the model you exported has 2 unwrap channels, 1 for textures and the 2nd as a unique unwrap for shadows.…
If your baking your normals in max, you don't need to flip the y channel. UDK shares a similar tangent base to max (might actually be synched, but I don't remember) Your bakes have issues in them...you shouldn't be getting those sweeping gradients across flat surfaces like that. Make sure that you area breaking your UVS in…
Answered your own question :wink: Yes, use tileable textures, and straighten out your uv's to get a much more natural look. Even if in scenarios where you would be able to confine a UV island within 0-1 space with a certain TD, you should still simply just use tileables just because assets like this don't really warrant a…
I think a more modern approach is to begin in ZBrush without a base mesh, then when your high poly has been set in stone, you retopologize it to get your low poly. From there you can unwrap and make your cage, then bake everything in xNormal. This method minimizes how much you have to swap between software. Starting with a…
Maaaannn... I just ate one of the tastiest knowledge sandwiches I've ever eaten, such a great discussion. I do have a couple of dumb questions to ask though :( For Mops breakdown (the picture he had posted), is the incorrect example just taking the baked out occlusion map and multiplying it over the base diffuse in…
I wanted to start the first breakdown with the prop that I started this whole project with. The floor bricks. No two props were created exactly the same way, but there is a definite flow on how I work the asset through the pipeline. Here is a little visual aid to explain how I went about creating the floor bricks.…
Hi, everybody Could you please take a look at the pictures and tell me if anybody is aware of a valid workflow of making this kind of walls out of two (or 3) pieces where each peace is a separate tile texture (painted wall, bricks and concrete). Did anybody deal with anything similar? I wanna use this design pipline to…