One thing I think I am doing wrong is making each piece a unique texture. I probably should have made a tile-able stone and brick texture that I can layout on each mesh in certain areas. Creating each stone texture for each piece seems to be taking too much time. One thing I have come across is that sometimes, if I use…
Overall this is reading "Work in progress" and not done. But the way you presented it made it seem like it was "done," but as an artist, this does not look done. You're going to have to spend significantly more time on this to make this look good, and game environment ready if that is your goal. Additional critiques: - All…
Hope you don't mind me messing with your work, but you have made a good start it just needs to be pushed further. I added some highlights around the edges of the stones and made the crevices between slabs darker to boost contrast. Some of those cracks are a bit too dark so maybe lighten them up a tad. A bit of colour…
Wow thx alot Prtofdacrowd for taking your time!! :D i see what you mean, im currently using a vertex paintable material with 3 textures: What i didn't quite get really is why there should us an up vector(Z) for the moss? is it because of the behavior moss usually have in the real world? Im not sure but might the problem be…
it's definitely nice when it's there... but at 42k I probably pay 14k of that in taxes. Good lord if I ever had a broken bone for heaven forbid cancer or a hernia operation, I'll be laughing it up. Well... maybe not at cancer... cancer sucks nomatter how you look at it. the healthcare is not so great when you are just…
Hello, I had a question on how to rotate generators in substance painter 2. I currently have 2 walls that meet to a corner and there is a plain stone material on it. I noticed that SP2 has a Brick generator, so I put the brick generator on a fill layer, set it to height only so it looks like I have stone bricks now in the…
Hi! I am back with progress 😊 I decided to go fully handpainted, I started to work on the stone and gold but I feel like something is off with the stone, it doesn't feel as shiny as the reference... Maybe I should add more contrast? What do you think I could improve? You guys did nice progress too! @squarebender I love…
I cobbled together some bits and bobs into a stand alone win32 tool it works on a wavefront obj file (the DrOS of file formats but pretty ubiquitous), it will handle quads, though not polys, (in the export) but will still render them as tri's. It expects the UV's to be in a 0-1 range. You can drop drag the obj file onto…
Awesome stuff! From what you could improve - these stone butresses look a little weird to me. With that kind of texture, they would fall apart. =) Larger stones are usually used for this, something like this: https://upload.wikimedia.org/wikipedia/commons/thumb/2/24/Arch_voussoirs.svg/400px-Arch_voussoirs.svg.png…
It's been awhile since my last post. For my trees, I'm using painted planes with alpha masks to simulate the branches. Here is the result in max. I also tried my hand at painting a tileable stone texture with trim. Watching Glode's videos on the subject helped a great deal; Here's the link. I've also sculpted a stone…