Old tree trunk. Polycount: 3300 tri (+ teselacja) Tex: 2048 px. PBR. Tools: ZBrush, Substance Painter, Blender, Photoshop, UE4 TODO: - 2nd set of textures: 100% moss. Blending between them in UE4, with HeightLerp (so the crevices are covered first, before the bark). - Proper presentation, with a miniature-style circle base…
I'm glad to hear you like the model. I completely misunderstood the metalness map. Now I get it. Thanks Dan. I also realised (after reading the documentation) that I had specular set to 1, while the default for UE4 is 0.5 ! As for making albedo darker - yes, it helps. But suprisingly, Dontnod's albedo values (from their…
Good idea, Robin, to make the mossy version thicker :) I forgot how possiblities rise with tesselation turned on. I haven't used the Substance Designer yet, though I definitely want to learn it sooner or later. In many cases it would provide me with much better performance than creating textures in shaders, because it's…
Very awesome work man! Love it :) Regarding PBR and colors etc. The Dontnod chart "should" work fine for you if using Unreal4, because thats what they actually ballanced their values for. Another thing most people forget when stuff starts looking too flat is basically 2 things: 1. Exposure! Thats alsmost half the deal for…