So - this is totally new and basic - but I figure it might fit into the Mil-Spec category! My inspiration for this skin, is the power of Lasers. In particular, the design is meant to represent the red laser beam welling up and firing out the front of the weapon. Think - channelling the Death Star. Totally new to skinning…
I am the Maker/Creator of a new 90-minute theatrical production aiming for a 2026/2027 AMC release. We are officially in Phase 0—there are currently zero models built, and I am recruiting a core team to build this world from the ground up. The Pipeline: * Software: Maya Exclusive (No Blender/No AI). * Character…
This is actually a very viable question Beddall. And the answer is definitely something that I believe needs to be heard a bit more. About 6 months ago we had a few people from Epic drop by our studio to tell us about UE4 and their position on material layering was pretty strong: "don't use it unless you absolutely have…
Heya Would love some more crit on a wip bust (i posted this a while ago), and instead of bumping the old thread i thought i'd share how i try to polypaint realistic (i hope) skin textures from scratch. Realistic skin is a bit of a mindfuck, and i want to share a bit of my research - just dont hate me too much, my anatomy…
Sill liking you sketches, keep rolling em out! I love your shark signature I was not being a hater, just baffled that your signature was a shark. Funny stuff.. the chimera and pain-apple-flail pic, I love the "ax head" you are putting on stuff, in odd places like the helmet and on the pic before that the shield. The guy…
A few members here have asked that I discuss my methods for creating maps. My approach is more suited to a realistic style. Texturing When I am first assigned a task, for example an Ammo box. I create A folder called Ammo_Box and I gather as much reference, and textures that relate to that task. If the Ammo box is made…
Okay Ive been working on custom assets for a 100 perent custom level for ut2k4 for the past 4 months. Im going all out. But I havent had any luck with creating a self illuminated tex panner that goes behind another texture to show the panning on the first layered material. Basially Im trying to do this. I hope Ive…
Hello! I did a first pass on the rocks, created the shader and added some placeholder materials from free asset packs. Now that i'm looking at it, it probably needs another layer of sculpting,and each rock should have its own individual uv set instead of all being packed in one. Later on i'm going to try some radial tiling…
Alright, I spent a few days (and nights) on another module, and I'm back to focusing on this scene. First up, finished the pillar textures. I've started cutting corners alot in this project to meet the deadline, but stop me if you see anything glaringly obvious. here's the diffuse: The spec is just the same but thrown…
you can do it, but it's a bit of a process: 1. bring your low poly + baked normal map from high to low into painter 2. paint all of your extra details using height 3. export with preset "doument channels + normals" 4. import the normal map (and ID map if you followed the tip*) exported from previous step 5. plug in normal…