thats a very clean topology tho, alway nice to see clean stuff, also can i ask for some tips for the tosol retopology, my plan was to follow the actual human topology for this tosol. im starting out at the hand first cuz i dont want to blow my brain out with the tosol. i did the head retopology tho, its very messy but with…
Huge fan of Mass Effect, too. The head concept is awesome but when I see the full body the character looks to me more like a human with a mask on, because of the hands I think. Perhaps they could be more unique to the species (turian, krogan, salarian, etc. all have varying hand shapes). The armor is really great also. :)
@pior Also didn't have a drawing tablet at the time, actually still don't but currently looking at XPen's Artist 12 for what I want to do plus within budget of what is affordable. As for using AD to sketch with, well once I became comfortable dealing with each layer - masked curve grouping and various output settings this…
A lot of us have probably read the Vavle Dota 2 character and texture art guides by now. If you haven't, then GET ON IT! http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf One of the techniques they talk about in the…
I have started working on RGB masks for my walls and ceilings, but I am not sure if I am doing it correctly as there are limited resources that I can find online :'( or maybe I am bad at keywords :'( Here are some early trial and error: I did 5 separate 2K RGB masks for 5 different materials and I think I could've just…
Thanks, I really appreciate the detailed feedback! =)@Eric Chadwick You're absolutely right about the striations, that’s something I’ve been working on improving. My initial pass relied too much on surface noise, so now I’m focusing on introducing broader, more directional layering to better match sedimentary formation. I…
This is just one way to do it. One uv set, animated uvs are created in the shader. Hit play to preview. Use an alpha channel on Detail/lightning texture Composite mask slot is the detail map mask in your image. Shader "Custom/DetailTexture" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _DetailTex ("Detail Texture…
Hey I wanted to ask what is the best way to texture a racetrack? At the moment Im struggling to put skid marks and other track markings on the track with out using masks. How would this normally be done in a racing game? Its the same for the terrain. Would things like vertex colour blending be used or is just maps?…
Hi everyone, We’re looking for freelance 3D artists experienced in creating realistic 3D models. Task: create a model of the American Ice Company building. While modeling, use the main reference as a guide: https://www.abandonedspaces.com/wp-content/uploads/sites/58/2019/10/8324979959_98777faa2c_k-640x428.jpg Estimated…
Which part exactly do you struggle with? I see a tiling undermaterial and then a layer on top that masks it away. You can probably come up with a smart solution for this, create a pattern generator or something. but you might just go in and paint that stretched longer/bigger cutout mask by hand. The shorter one looks…