Wrapped rifle texturing. Overall, my approach in asset production is keeping the final picture in mind. Understanding where and how it will be used drives the amount of details that should be put into the work. Nevertheless, I tried to add something extra to give the weapon some character.
Jon - Wow, thank you for all those tips on the color/atmosphere. I'll be sure to keep a closer eye on my values as I continue working on my scene, as well as fix the fog and other post-processing to help the colors. The paintover is sweet xD Thanks Kyuuu ^_^ Here are the castle trim textures. 2 varieties of dark stone trim…
Whoa, sweet stuff guys. Got my pool trim done, decided to throw it in UDK and test out how everything's fitting together. Realized I totally derped on making sure the corners of the pool trim fit together at a 90 degree angle! D'oh! I also have to adjust the position of my pivot points on my meshes since things aren't…
When I was first starting out I had a tendency to use the smooth brush too much. Sculpting in major forms and details at low sub div levels and coming back to them with other brushes like the clay brush to polish it up each time I sub divided helped me a lot. If your doing something with a hard surface, the clip brushes do…
Pretty melodramatic. I worked on some similar stuff recently, for the worn edges with lots of loose fibres, I made a horizontally-tiling "trim" texture of fibres and loose fabric, and when I wanted to add this to an edge of an existing cloth mesh I just extruded the edge out a bit, detached those new faces and mapped…
I'am looking for something similar. I have a lot of wood pieces that together, becomes a wooden house. So i'am looking for a way to use a texture trim, and have beveled edges on all wooden pieces. I managed to get the "Ultimate trim" from sunset overdrive working. But is a pain in the a** to match the UV to the normal map…
So I had some time away from this and came back to it. Im having trouble getting my head around something... I wanted to make a "trim sheet" for some detailing on a building. My initial thought, as stated previously, was to have a seperate normal map and have a unique UV set dedicated to those normals... well what if I…
Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
I am re-creating a scene from Halo 4 for a environment study from Mike Murrill The trim sheet reference that I used were from Paul Pepera I have modeled and textured everything myself, but only using refs from Mike and Paul based on their released work. I am not following the scene for 100% accuracy but more of a study for…
Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…