Hi guys & girls! This is my first Polycount post, so sorry in advanced for everything! Here's my go at the Mech - Strictly sticking to the mobile limitations (2K tris & 512px maps). I have been a bit liberal with the proportions and trying to make it cartoony Also been getting in Substance painter... even if the shading…
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
Hey guys *UPDATE UPDATE* Back from internship and my stationary computer where my marmoset license is. Only really got around cleaning up the seams and putting him in the engine since I have another project I wanna get started on. Texture ended at 512. Also messed around with some expressions: Calling it. Again, thanks for…
Sorry for the lack of details, I've been bussy working on the trims and textures. Here it is a quick update: Basically, what I did first was in photoshop create a 2048x2048 document, in Edit/Precerences/Guides,Grid & Slices I set up the gridline at 64 pixels (also changed the colour) and 1 subdivision. Then when I press…
Have you tried polishing with the slider in the deformation palette ? You can still make some nice hand made chamfers using trim dynamic to give it a more natural look if you want. Something that bugs me is that your pieces of armor look very thick. While it would be suitable for some warhammer/WoW inspired aesthetic, the…
Hi everyone! I'm creating this environment to update my portfolio and to learn about the urban-realistic style by creating props, tiles and trim materials. My initial goal was to remake this section of the subway level of Silent Hill 4 with modern graphics standards, with the added intention of making it "playable" in…
Never a truer comment, I mean to suddenly abandon that which I've had absolute joy modeling and without putting too fine a point on it simply bottled out, basically afraid of the prospect that I'll fail as an artist in terms of not being good enough. So I think over the intervening years I've now attained necessary skills…
Here's how I might do it. Ground: -Tiling dirt texture -Tiling grass texture -Tiling stone cliff texture Foundations: -Tiling stone wall texture -Possibly a stone trim sheet or combine trim with tiling into one sheet House: -Tiling 'tudor' texture (plaster and wood beams) or just do the plaster -Wood board/beam trim with…
-Apparently not- Calling this done for now. About 3(ish)weeks off and on. Huge thanks to those in waywow who gave crits, armt/torso ratio was adjusted in the lp ;) The suit is mostly based on the Man of Steal version with a few small differences, mainly the size and style of the trim around the boots and going down the…
I'm looking to create an S curve or gradient for height information. A smooth transition between the peaks and valleys. Can be found on a lot of wooden trim if you look at the profile image. I've tried a couple different ways myself with little luck. I know a little of the Pixel Processor node and was told from the…