Hey Polycount: I really like Crimson Skies. One of the few games I played in secondary school that really sparked my interest in aviation in games. Easy to pick up arcade controls, but still felt solid. Though, mutiplayer strategy in that game never quite elucidated itself to me. I'm going to learn modelling in 3Dsmax and…
WIP 01 Concepting out a Diesel Punk - WW2 Era Fighter Plane. Planning to get this modeled through 3dsmax and see how far I can get with just using Substance Designer with this. I am cobbling together ideas taken from Crimsons Skies' Devastator plane and general diesel punk concepts.
WIP 6 I do agree I will probably need to push this into specific painting through Substance Painter and Photoshop. Spent more time at medium-level details and cutting into the bigger shapes to create more interesting internal elements like cooling jackets, etc. Would love to hear ya'lls critiques on additional design…
I've only recently started using substance, but my feeling for it so far is: Designer for creating procedural materials Painter for texturing assets Photoshop for photo manipulation (creating brushes, decals etc) Of course you can texture assets purely in designer, but to me it feels kind of clunky. That's personal opinion…
I think this is exactly the kind of asset you should be using manual texture creation in photoshop for. In my opinion, the goal with this kind of model is large, medium, and small scale texture information that is localized around forms of your model. This helps the texture/model read clearly and be interesting up close…
Maybe more panel-cuts? Aircraft usually has lots of em I agree. It is unreal to only use designer for the job as it is completely procedural with very limited manual input. You can get the base material and many realistic wearing, aging effect, sure. But it doesn't allow you to have subsequent details. Like you can add in…