Thank you guys, glad you like it, i will try to continue it as soon as possible ! Torsoaril> Yes i will pose him later, i'll try to rig him even if it's not my speciality :D Aga22> Actually it's not really diffuse only. There are a spec map and a hand painted bump map to get some more Highlights on the metal :) .
I would add that you definitely want to spend some time in unreal learning the materials and how to hook up the values for your roughness, spec, etc. You can get some very good looking results out of the box just hooking up the maps substance bakes for you. It's a powerful program, keep learning!
These are for a Unity game. I wouldn't say our specs are super low. I read through the thread Eric posted. Got some good stuff out of that. I'm probably just over-thinking things. I know the extra triangles won't make much difference. I was just curious is all. Thanks guys.
I'd agree Houdini isn't in demand yet, regarding a studio system environment however the indie scene has seen a certain level of traction for procedural game development. Anyway wouldn't be a complete waste of time IMO revisiting your interest at a later date after firstly, as mentioned getting too grips with industry spec…
The bake turned out great, but you could really push the textures much more, you could have the paint peeling with the metal showing behind it, and the black metal doesn't look very metalic, so you could also add some scratches and work a little more on the spec/gloss to really make it look realistic
I'm just going to reply with the same comment I made to his post, There seems to be a lot of good games recently that depict violence and war as something disturbing. Such as Last of Us, Metal Gear Solid 5, Spec Ops: The Line, they do not take violence lightly like most other games that glamorize war and killing.
I've updated my design if anyone want's to make any comments on how to improve my work. instead of a 33% spacing i thought that the wings and rudder style gave it the feel of an osprey. The point of this asset btw is an enemy in a fps game in ue4, and the model will be as is with no normal map only a diffuse and spec, as…
when doing textures, you need to think about how the material physically looks, not just a flat texture itself. its lighting and material definition that sells the materials for what they really are. as of now all your materials are looking kind of bland with an even specular over everything. are you using any specific…
Haha, Awesome! The thumb is throwing me off a bit... maybe the twist is too much? And the area on the palm where the thumb comes in (abductor pollicis) has some artifacting... and maybe its a little flat based on the style of everything else. Oh and the material (particularly the spec) on the jacket is just sort of meh.…
He wrote an engine designed for loading massive (think tens of terabytes) of images and geometry, meant for machines with low end specs. Data can be streamed over the network or from multiple drives, or a combination of both. So I fired off an email to him last night to see what he can write up.