Hey fellow Polycounter's I have been working diligently on my portfolio recently and want to show you what I will be doing as I complete each prop, asset, and scene. Right now I am working on a fantasy chest made out of wood and bronze please tell me what you think :) . My high poly was made in Zbrush and everything else…
Hey guys, I could use some help with my textures for my pirate house. This is for a uni project. Any suggestions on how to make the textures pop? Or make the whole thing actually look good :( It only has a diffuse texture so far and although it kind of looks like the concept I feel like it lacks something... So yea if…
So I want to really sit down and improve my highpoly modeling. But I didn't just want to do a generic gun or sword or something, so I came up with this. It's inspired by a Box cutter, the Buster Sword and a Pulse Rifle. Before I go any further, I'd like some feedback on the overall design and the rough block out, I've…
As taken from my blog: It's done! That's right, after 6 months of solid labor, Desert Straggler is complete! I've got tons of pics to show, and I must say that this is by far the best thing I've done so far. Considering that I just started learning the Unreal engine about a year ago, I'm happy with how much I've learned…
Materials So I have set up a few master materials I can use throughout the level. I'm thinking about changing them to material functions but I don't know how to correctly make them right now. I have master materials for World Offset, Vertex Paint and a regular one that I can use on unique assets. I also have some generic…
Ahh I see, you can transform the gizmo in the view port by move/rotate/scale it around to manipulate how it unwraps. There is a green line that indicates where it will attempt to place the seams. As for the texture, thats pretty damn good for a first attempt, you should be proud! Here are a few crits to help things along:…
Yeah now that I look at it a bit more, the light is coming across slightly stylised due to how its being diffused across the surrounding surfaces, I will definitely look into that! I actually had the idea of putting in fog planes and fog assigned to a static mesh through a particle emitter so yeah that definitely crossed…
The thing is i'm not using the curvature map as a mask, but as a part of my diffuse map (we're not using PBR over here), and i'm trying to see how much of my compositing process in photoshop would be transposable to SP. Been trying to adjust the map in Photoshop but it's definitely two different maps entirely, i will never…
Colt SAA .45 Revolver High to low modeling workflow with UV unwrap in 3DS Max. Map baking in Marmoset TB3. Final texturing in Substance Painter. Rendering in Marmoset TB3. - Game ready mesh at 2486 quads. - 4k texture maps : (Diffuse, AO, Normal, Reflect, Metal). https://www.artstation.com/artwork/k4KoNK Your browser does…
Maybe try and make the muddy marks on the metal make more sense, for example now there's a great deal of it around the handle on the right side yet none actually on the handle which would be hard to pull off in real life. Also as spitfire said you could add a little more variation in the actual metal, spec and diffuse…