This is a screenshot of Unity, No actual texturing done on this. Custom normals for edge highlights. All details are decals. Edge wear, dirt and grunge controllable in the surface shader in real time. Blender(DECALmachine, HardOps), Unity3D, a little bit of Substance Designer(baking AO and Curvature and combine them with…
Trying to create paint material with dynamic burning edge. https://www.artstation.com/artwork/1omkL [This post has been moderated to reduce download time, please read the OP sticky]
Snefer & Cocaocup: awesome cyber designs I've never been much of a robot guy but here's a torso for a VR game, I gotta practice more hard edge stuff (the face gets covered with a mask)
Hey @Anchang-Style yeah its pretty straight forward for this sheet you want all your base meshes to be on the same plane when it bake and the floaters i have at the bottom of the sheet are still "base" meshes then i have floaters on top of the trims and floaters on top of floaters (floater-inception ahha :) ) anyway for…
Finally completed the modelling and texturing of my first complete enviroment scene. I used beveled edges, world-align textures an decals for most parts, only the box and the control panel have unique UVs/textures. (I have no clue why the 03 is so low-res) Modeled in Max, textured in Substance painter & designer and…
Working on a game ready character Does anyone have any efficient tips for Retopoing braids? I have 51 braids and it took around 2 hours to quad draw a ring and extrude each edge to form my low poly cylinder then smooth it out for 1 braid. Any ideas help! Thank you guys and everyone on this forum is really inspiring! Keep…