Huge improvement! Just having the colored lights add a great deal of interest to the scene. There's still something about it that seems to be flattening everything, I would really bump up the falloff/decay to put some of the areas in deeper shadow. The uniformity of everything still bugs me. And get some lightmaps going…
I'm 10000% thankful for the local indie game shop in my neighborhood. It's owned by some dude who used to work in the industry for like a decade and always gives me great deals and awesome anecdotes. And best part? No fucking kids wiping the cases with their ass and coughing on everything and no lines. . . and cute girls…
Do you mix up lots of different materials and trims for multiple assets on one trim sheet? I am trying to model georgian period bedroom interior, and i have a lot of details on doors, walls and ceilings, and bedroom furniture and not all are sharing the same materials as some are brick for windows, wood for beams and…
As far as technology goes, I think we have another 5-10years of focus on graphical improvements ahead of us until we get to a point where the public and the developers become apathetic to it. I've thought, for the last few years that eventually, graphics technology has to plateau because at some point it will just be so…
I don't believe car's normally use a baked normal map, atleast not in the traditional flavor, they are applied more like decals and the overall shape is defined using only polygons and controlling vertex normals. That will save a ton of memory and allow higher quality textures at the same time. So you don't need a…
For this scene the vertexcolors were used to include a bit more AO and the example panel is using it to bring more contrast to the geometry. It is not doing any fancy shader tricks but instead darkens the ingoing edges and makes sure the cut in geometry reads better. As for the normalmap decals I will post some more…
Id watch out for obvious landmark/unique style details such as the crack on the central pillar on the brick work. In the current state of the textures, its pretty obvious you are reusing this arch set over and over. I say stick with a semi cleaner version of the pillar and use decals or some sort of overlay texture on an…
Ah, you know I was always wondering about checking out PS2's player studio. Thanks for the feedback @Rhinokey. I suppose I won't particularly waste any time with it if theyre not even accepting camo's..not that theres any shortage of it to begin with, and yeah - decals are kind of worthless with being so small on vehicles…
I believe this is as far as I will take the terrain for zbrush, unless anyone has suggestions on that. My plan is to take this floor into zbrush and use chipped/cracked rock alphas create a nice detailed normal. I will do the same with the pillars as well as sculpt them a bit. For the rebar coming out the top of the…
Hello! As a huge fan of the Alien franchise, I wanted to pay homage to this film and its stunning set design. I am excited to share my latest 3D artwork, The USM Auriga ship corridor from the movie Alien: Resurrection.This project was created using Blender and Unreal Engine 5. For the textures and bake I used Substance…