Hi All! Just a quick update
showing the texturing of the head using substance painter. I wanted
this Warframe to have camouflage stripes so that he can blend into
the environment. Moreover, I added subtle detail to the green armour
pieces as I didn't want to have a smooth look throughout. More
updates to come and have a…
i literally started bleeding through my eyes, ears, mouth, and nose... my friend your beyond the word of skill but there is such a thing as too much detail. no offense but i'm actually getting a small headache after seeing the last few pics @_@ they're wonderful but they're too much for my eyes that can handle. sorry if im…
Super nice work Sarah! Only thing i would say is the scene seem to need some blending to tie everything together a little bit... kind of a dust all over surfaces that unify the look of it as abandoned place.... lighting could still get some tweaks to get that penumbra areas like in the concept. Overall is an outstanding…
Yeah, that way when you tile them they blend nicely and the seems are harder to distinguish. Still keep that variety in mind with the different sized bricks and cracks, but make sure the edges work. If you have half bricks on all sides it will work, if you have whole bricks on all sides it will work. Hope this helps, I…
looking good. some tips: in ur secondo piece (hammer one) remove the base and put an open ground with some alpha blending on edges (u can do that in marmoset) the first piece should be the stronger, try to put something more complete dont show breakdowns/wireframe before the actual scene/model keep it up, u r near
It is that green part on the bottom there in your uv editor window it is bleeding over like you said in whatever app your working with shift the texture 1px up or down where ever that piece of texture is sitting, try the editor first then try the app this environment is in, if that doesn't work pull the uv island in by 1…
Hi David! I'm not entirely sure what you're asking here - it seems like you might be asking for a method to change the material properties of the scans in Mixer? This is unfortunately not possible, scanned data is solidified and not something that can be changed into a completely different material as though it had…
there is a difference between 3d character artist and 3d character designer, those might blend to each other but it sorta is 2 different jobs as a 3d character artist, much like Brian wrote, the chances are high that you will be tasked to create a bust or a part of a character that demonstrates that you can adhere to a…
@gfelton @Eric Chadwick This is all made in UE4. I also do plan to take more better closeups, I just need to finish polishing some stuff like buttons and missing logos. Also need to get tighter lighting bakes as there's some minor bad bleeding in certain closeups I want to have. All the texturing is done with Quixel DDO.
All you have to do to generate lightmap UVs in a program like 3ds max is to use flatten mapping in the uv editor. In the options before generating the flatten mapping, just up the uv spacing. Then you don't have to worry about bleeding issues. If you aren't using 3ds max, I'm sure other programs have an equivalent to…