For a note: I increased the TDRDelay It still just randomly crashed my drivers. I tried stressing out SP by changing between 4k/2k, throwing patricles and rotating light while it computes and it did not crash. But I guess it will tmr, when I'll just try to check one layer Quite annoying :)
ı am trying to make some height bumps patterns on my object. I create a empty layer. choose an alpha. Disable all other maps but height and normal. everything works fine at first but af ter putting a few patterns sometime SP creates some stupid black areas on texture randomly.
Hey guys - I would really appreciate any crit you have to offer on this model! I used Zbrush/SP for it and my main focus was on texturing. I'm gonna try to texture some more rusted/damaged assets soon and would like to know what I should try to improve on. https://www.artstation.com/artwork/PK5k3
My curvature map seems to come out rather dark and when I try to tweak edge wear with the out of the box substances, it seems to kinda work, but not as it should... or, it seems like it could be better. :/ I'm just wondering if anybody had a surefire method to get a curvature map that works well with SP.
and.......here is another iteration of the floor, last one...i promise. I sharpen up the details a bit more and change the colour around in SP. Pretty happy with it tbh, but in any case i have to move on and do other parts of the project, other wise the project as a whole is never gonna get done :) .
do you go to life drawing much? i only ask because the reference drawings you have seem very, sterile to me. It doesnt really feel like a person, it feels more like a mannequin (sp?) to me. Not a bad start, especially if youre saying this is the first female you've done.
I think @AFsoft is reffering to radial mirroring. I'm a bit confused tbh, i would have used floating geometry and SP stencils for the ornaments and the low poly would have been a lot less detailed. Of course each of us has his / hers preferred way of doing things and that is great. Thanks for the tut!
I recently entered the Hum3D Space Rover art challenge. I have a bunch of WIP images on my artstation: https://www.artstation.com/artwork/8lQ8Pm Link to the competition page: https://hum3d.com/challenges/sp-e-09/ My aim was to make stylized and colourful. Also to take the low poly 3d style and push it further.
Thanks for the feedback guys. I think you're right about that dirt. It was a layer of dust that I then erased using the rain particle brush in SP. It worked well in places like the top of the pistons but not so well on those flat faces. I'm gonna do a few texture tweaks and reupload when I get chance.
Medal of Honor (2010) used Beast/Unreal 3 for singleplayer and Frostbite 1 without lighting middleware for Multiplayer. SP developed by EALA, MP developed by DICE. Medal of Honor : Warfighter (2012) used Frostbite 2 with Geomerics Enlighten (Just like BF3). MoH : WF developed by EALA aka Danger Close. BF3 by DICE.