Brick material WIP For my final year project, I want to rely less on megascan's materials and instead make some realistic materials from scratch using substance designer. Please give feedback. I'm trying to get the AO, Height and Normal spot on before I start texturing, this is what I have so far I masked out the parts of…
If you want to make high quality characters, learn Blender. If you want to make cinematic, gorgeous, high resolution characters: slog through learning ZBrush's atrocious UI, and then also learn to use Blender alongside it. Also both of these are crap for texturing. Blender is better off but still its baker is rough around…
A few updates: Adjustments and additions to the structure. Further rock, slope, glacier, and mountain assembly. Some texturing experimentation. Some vfx testing. And a quick note on the lava textured rocks, which I quite like the result of: I wanted to add some more material variation to the Megascans assemblies and set up…
Imo the only thing worth buying is photogrammetry scans i.e. color image + height map + low res mesh. Could be done with any modern camera starting from $400. Resolution is 1 pix per mm . Total scale and cover is what might be competitive since usually what's available including Megascan rather small 2x2 meters things ,…
That's exactly what I'd love as well. Then we wouldn't need unbelievably talented environment artists who spend years perfecting their skill and knowledge in the pursuit of such environments...... But seriously mate, I know you've said you're new in this field, but it takes teams of the best artists in the world years to…
I finally figured out how to get past my creative blocks lately. Since I tend to get worked up over a drawings execution I decided to just write down my ideas in simple concrete language. This way I can stay loose and creative and only focus on quality afterwords. My next 3d project scene. I'm looking forward to working on…
Concentrate on modelling and texturing standalone props / characters from other people's concepts. Nobody will employ you remotely to do anything that requires the rest of the game as context because it's too difficult to manage the iteration cycle (speaking as somebody who's managed outsourced artwork) fwiw Photogrammetry…
It really is going to depend on the quality. A good benchmark might be to look at somewhere like surfacemimics's quality/pricing for the texture scans (or if you intend to create full sets of metal/rough maps all the better) photos canned textures are becoming the norm so there's a lot of competition. Megascans from Quixel…
Both! They each have their own benefits. And I think it's a good idea to learn both. Quixel's great because of its presets and the mask editor. And quixel 2 is a pretty good improvement. When Megascans eventually comes out that will be a very powerful addition as well. It's great at making individual assets look good,…
Hi everyone! I'm in the middle of working on a bathhouse scene in UE4 and thought now would be a good time to start posting progress and asking for feedback - it's not so far through that everything's locked in and I want to try push this environment further than I could on my own. These model dioramas by Ronan Jim…