Hi Folks, This is New Horizon, from The Dark Mod for Doom 3. We have based our mod on the Classic Thief series, mainly Thief 1 and 2 as they are by far the best of the series. For those who don't know, we are taking a slightly different approach with this mod. We are not making a campaign, what we are doing is putting all…
I have started a new Substance designer learning series called Substance Masters. This series will focus on learning from a mix of skilled substance designer artists, to get a varied library of materials to learn from. Download and more previews - https://www.artstation.com/artwork/wVBQZ Volume 1 contains 3 different…
This is really cool. It seems a little impractical to paint something so uniquely with real-time limitations, but hats off to you for trying something different! Here's another trick for adding edge padding I used to use before Xnormal: 1) cut out your textures into islands, if they aren't already, making sure the edges…
Hey @Rickpwnz, cool concept. I think there are a couple proportion edits you can make to closer represent the concept. - Although the clothing looks thick.. Id assume he has quite a large muscular back that somewhat engulfs his neck. Currently he has quite good postured. - Arms and hands need to be about twice the size…
Here's a couple things to keep in mind when trying to just use UE4 as a renderer: 1. polycount isnt as important. Keeping it low will help import time, but give it enough so the details cast shadows. 2. Material layers will help keep your resolution high, and give you assets you can reuse across multiple projects (you only…
Remember those old David MacCauley books (Pyramid, etc.) With great black & white line drawings. Lots of details etc. I know there was one on the building of an old European, Gothic Cathedral (maybe Notre Dame?) He may have others ETA:…
sorry for the crappy picture, just quickly done in paint with a mouse. 1) This part has a massive amount of optimization to do. 2) These small holes have to much segments, it's going to be hidden in fp view anyway 3) still cleanup to do back) you have all these 90 degree angles, you would make it a lot easier on yourself…
Oooh my attempt this is bringing back some issues that I've failed to figure out before, curious if anyone can help. 1) In tile generators is is possible to adjust a limit distance for how close shapes can be drawn together? In order to avoid distances like 1+2 and make them appear more further away like 1+3? I know how to…
I want to use the displacment maps on the hi-res objects, rather then generate displacment maps for the game-res. For example: 1-detail out a mesh in zbrush, resulting in a 1 million poly mesh 2-lower the subdivision level a couple of notches, resulting in a 50k ish model 3- generate a displacement map in zbrush, so that…