The best thing you can do is experiment. If the wall is plaster and exposed bricks you want to have a texture dedicated to plaster, one one for the bricks provided the bricks and wall are not the same material. If that is the case you might be able to just have seamless texture for the wall that gets reused on the bricks.…
that doesnt look like a baking error, but a "simple" projecttion error? what does the baked mesh look like without the texture applied? a quick hacky fix would be masking the edges and highlighting them to blend the top end the side together a bit more.
So far I find it best for doing various edge masks just on top of a final normal map . Tried to make it work in Painter but as always it's weird and never same , works only on square textures i.e a dead end. Want to recreate it for Blender shader editor. I see it sort of shift iteratively in x and y positive and negative…
https://www.artstation.com/artwork/0lWoNV Hello everyone, I'm making one of the most hated characters of the second season of the Arkane series again. I still think that she was not treated fairly at all. She is sweet, kind and responsive!!! At the end of the series, she did not betray, it was revenge for treason! P.S.…
I was at Turn10 as well for most of the production. I was on the env art side, but looked at quite a few cars while working there. I think the cars are a mix of scanned in and hand modeled, but in general it was mainly hand modeled. All of the Autovista cars are extremely detailed. Probably something like 2.5 million…
I think only people who have entered and *finished* a contest should have say. I'm partially joking and partially serious. I've seen many a time where a contest is steered by a vocal few who end up not even entering or even if they do, not finishing. I realize things come up, but a great example is the last env challenge…
Takes a bit of fiddling to get it to work... if you use the Gradient Ramp map type instead of a bitmap, you'll get a smoother result, but it'll take longer to switch viewport sizes (since Max has to generate a new bitmap from the gradient). 1. Add a Gradient Ramp to the material editor. 2. Set the W Angle to 90 (black end…
The Game Outback (working title) is poised to be a highly replayable, VR supported, 1-4 player cooperative horror survival title for PC. It will bring the immersive and truly terrifying experience of a high fidelity single player horror game to a multiplayer audience. The Role This is a perfect opportunity for an…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…