I would create a mask from ao, curvature and a grunge map an use that as a starting point for roughness. Fiddle with that until you get something with more variation I would also add some blurred noise as a normal - masked by ao - in order to create some dents and wobbling in the surface
Hello everyone, I am doing poses of the character model I have developed in the past few months, in order to polish it and then import it to Unreal Engine and create renders. The character I'm developing is Joker, based on his classic BTAS design, and I am aiming to create renders that resemble those seen in Smash Bros…
Hello Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly created folder and send it…
### Job Opportunity: Technical Expert for Non-Profit Game Development I'm currently developing a non-profit game aimed at helping underprivileged kids through fun and interactive learning experiences, with a primary focus on improving women's literacy. I'm seeking a talented technical expert to join me in bringing this…
### Job Opportunity: Technical Expert for Non-Profit Game Development I'm currently developing a non-profit game aimed at helping underprivileged kids through fun and interactive learning experiences, with a primary focus on improving women's literacy. I'm seeking a talented technical expert to join me in bringing this…
I tried to use a texture to create a dyed pattern in the hair but I couldn't find a way to get decent resolution - even trying a mask instead of a whole texture. So I got some advice and ended up just creating the hearts as their own description and went on to try a leopard dye pattern I'd seen online. These are still just…
I'll like to share with you a video tutorial that I just made on how to create hand painted textures for videogame weapons. In this case I wanted to replicate the art style of “Ruined King” based on the beautiful concept art from Baldi Konijn. https://www.youtube.com/watch?v=or4iL3WzPu4
Experienced 3D game developers servreality.com are uniquely skilled in creating realistic vehicles, including sports cars, racing cars, and trucks. Their expertise in texturing, animation and optimization allows them to create stunning video games with outstanding visual effects.
Inflating your highpoly sounds like maybe a misinterpretation of a technique I know from Heroes of the Storm. Sculpts were given a slight inflate before the maps were baked to create thicker edge highlights. It ah, works a lot better with a dynameshed sculpt than it does with a hardsurface model.