#WIPWednesday some progress of the project Bozhentsi #environment showing more images of the #ModularKit I have been working on, working with #Trimsheets #3DSMax and #Unreal5
Hey everyone , I am making a new project about gothic architecture and was doing my research about different techniques i can use to make the project from the usual trimsheets & tileable textures to different methods of combining these with sculpts , the first example is by Paul Aparicio from god of war where he sculpted…
I want to share the Photoshop extensions I released recently. I realized while working on Overwatch that ever since Quixel Suite died off, there hasn’t been a good way to paint normals or generate normal/AO/cavity maps inside of Photoshop. Blizzard had their own tools for doing so but there hasn’t been a publicly available…
Additionally to the PDF's from Hamish Ames, here is some one and a half hour tutorial/workshop with him from "Beyond Extent" about hybrid trimsheets: https://www.youtube.com/watch?v=jzj1D7pyILI
@illumisanic Oh, correct me if wrong think my question wasn't that clear? indeed sorry about that bad habit/s : # Had initially meant texture resolution and as I understand this is a hero prop? so was just wondering if the texel density was either 4096 = 20.48px/cm or perhaps 2048 = 10.24px/cm...etc? hence out've personal…
Small update after a week, now I textured ruined stairs with the trimsheet from the stairs, and did the wall trimsheet. I'm also begin working on props in the scene, started on those indoor_window and the shelf. Feel free to leave some feedback !
@samA That is looking really nice and detailed already, good work. Regarding the join of the thruster to the main body, it seems to me what you have there looks like it will be a weld, which feels too flimsy to me without a supporting brace of some kind to take the upward forces on the shaft that the thruster would…
Station cover : 796 vertex Material : 1024x1024 trimsheet base color and roughness metallic texture. 512x512 bottom concrete material fuel dispenser : 2160 vertex (lod0) 1097 vertex (lod2) Material : 512x512 base color 512x512 roughness metallic map.
Hey, everyone! Hope all of you enjoyed your weekend! Here is an update on my project. Created the Trimsheet for the wood furniture in Maya, Zbrush and substance painter. Tim Simpson's video (Polygon Academy) of TRIM TEXTURE TUTORIAL helped me so much to understand how to make a Trimsheet. I created several material…