Hey everyone! I'm currently setting up this scene in Unreal Engine 4 for a proof of concept I'm working on, and at some point I will have to start creating materials and break up surfaces with details. I want to have these details, transitions from a tiled texture to polygonal detail, be as seamless as possible to my…
I'm currently working on a project that uses a Zombie Horde as the enemy. Its target is Mobile so Low Poly/Low Res Textures are called for. I was wondering how the workflow would go creating a base model that uses a Substance material that switches up... - Clothing - Flesh Damage - Hues The end result would be a single…
Still other questions need to be answered first. 1. What time period was this made? Medieval times? WW2, Modern Day, Future? 2. What is it made out of? Wood, Concrete, Metal... 3. Do you go inside? 4. How close do you get to it? 5. How damaged is the structure? 6. Is it abandoned or upkept All important questions to be…
You're painting with particles, which aren't all that sophisticated, really - particles collide with your mesh and leave paint behind, and when you paint quickly you're moving the emitter faster than it can spawn particles. In my experience, the masks you get from these brushes are almost never good enough on their own. I…
Ok. Which references did you tried to emulate? You don´t really need to know which were the precise causes of those kind of details but you need to know what could have cause it. The idea is to take a "recent made" object and making it older. To do it so you need to know how things age and how they get damaged while years…
Get a 770 or 780 and save your self a lottttt of money. Both of these cards are way faster for anything game related (realtime shaders, unreal 4 or marmoset toolbag), and will run Max etc just fine. Also don't get a Titan, anything past a 780 represents a really poor value (unless you do a lot of CUDA stuff or something).…
Looks very nice so far, although you're not quite hitting that WoW hand-painted style from Tyson's tutorial/your concept. Currently I would say you're texture styling is more similar to a mobile game(no shame in that at all) and if you were looking to hit the style in Tyson's video you would have to take a more painterly…
Hey guys, thanks for your comments, really appreciate your input! S_ource, thanks for the compliment, i've not been able to texture anything for a while so was nice to get back into it! The worn paint spots you mention were intended to be areas of discolouration from drips, rust etc...but now that you mention it the one…
Thanks for the quick replies! I don't know why I didn't think of this, I even have the game. I have been playing with the sign trying to get the words more easily seen with not much success, just have to keep messing with it. As far as the barrel damage and such goes, I am not really sure what you mean. I did look up old…
Decay of a pixel: I think this is a good example to learn a little about design. The proportions are completely out of whack. If you even managed to swing that sword, I'm sure the handle would snap right off. Both the handle and hilt are way too thin. You can easily beef those up while still maintaining the "massiveness"…