hey guys, Is it possible to import my own "stress" masks into the quixel suite? The standard maks are cool but they are heavy repeating on bogger surfaces. For example the dirt "mask" i would like to change the mask to a own bigger one... but how ?
Hi my name is Svein Yngve Sandvik Antonsen I am currently looking for freelance/remote work :) Portfolio: http://www.svein3d.com/https://www.artstation.com/artist/sveiny Contract: sveinyngve.s.a@gmail.com Example of work:
for example 2048-1024 texture maps etc. can ue4 read these correctly and if so how do you make it work? it's a current problem i'm wondering if there's a solution to it, as i've not found any info on it.
Our skin is complete! Speed art video - https://youtu.be/I6hrTFJu7WE Skin in workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=693368130 Thats the main artwork Example Work in progress and not enough time to write a lot here :smile:
Let's imagine we have a model all vertex painted in one color with different grade tones , Is it possible to shift the hue of the vertexes from for example a gray to a blue one in order to not have to repaint the whole model by scratch ?
is there like a website or a tutorial dedicated to creating texture maps? for example: the diffuse/spec/normals of a gun, the d/s/n of a tank what I mean is, a tutorial that helps you learn material definition and how to affect that material in different map types.
Hi! I'm having a hard time trying to match scale of two objects ( not as simple as the example below, but the same idea). I can allign them properly, but their sizes never change. Is there any way to do it? A maxscript/mel, perhaps? Thanks!
My vote goes to this artwork: However I would like to suggestout the concepts of this artist: https://www.artstation.com/eddie Maybe it could be used as a wildcard or in a future challenge. This is an example of his concepts:
If you just follow the surface with retopo tools your asset is to flat. You have to model in bigger more exaggerated shapes by hand. For example make the nose and ears bigger.
This is a great read. As you said above I'd like to know a little how each engine handles modularity, for example cryengine compared to unreal. But that's just the icing on the cake :D .