Worked more on how to mask my decals properly. I figured out I could use a local tri planar solution for projecting the underlaying texture to the surfaces around the decal details. So if I have a bevel decal , and a screw on it for example, the bevel's texture alignment with match the underlaying object's material if I…
Are your normals on the tyre tread pattern inverted? If no, the tread pattern on a tyre is the hollow part of it, the purpose is to expel the water while keeping most of the surface in contact with the road. With your design you'll get very small grip, which is essential for a race car. Here's an example of an actual…
Some pictures of small things I've worked on lately (done for our Allegorithmic September monthly drop). An "embossed metal" substance filter to create textures from an image input (or using one of the patterns embedded in the filter). Example of images used as input of the filter and results (it will generate "dots"…
neat design I really like the back, you know you could do a really cool cut out panel in the front and the panel could be chrome for the mat which would really get across how sleek it is something that would really get across how sleek the car is. Example: if you were going to pull it off you also need to remember not to…
I have prepared a set of models in the Chinese style Components they have for characters, objects to Chinese architecture, Chinese symbols and all in good quality. Elements of rock crystals and runes. 53 object I collected for use in game projects and concept works. my Chinese elements perfectly suited for casual games…
something is weird with the lighting, I think that is the main thing to focus on (I'd say get that figured out first before doing any other improvements) I'm not familiar with UE4 but it looks like lightmap issues, maybe overlapping lightmap UV's, maybe too low texel resolution, not sure.. for example, the dark band/shadow…
just finished the first weapon for our indie fantasy JRPG, Obelisk! now the texture artist gets to paint on the albedo and gloss/metalness textures Yes, I have an extra few verts evenly spaced along flat planes (side of the axehead for example). They're there to help protect the shading from weird normals artifacts and…
Here you are the process of a creation of my own: God. He will be a main character in a game I'm developing: King Ov Hell. I'm using VRay here, and there are some issues I can't fix: (Red) In some parts the UV seams are showing. I have the UV sets distanced enough from each other, and the diffuse color is tested in Mudbox…