:) Good call Eric. I was trying to find an "all ps" way of doing it. Also I think some games still wind up using a cubemap for a skybox, or at least for reflections. Especially if they're not in the photo-real PBR Category of art direction, so its still important to be able to make a decent cube map. ANyhow, I got some…
The hero drone's main part is the core which contains most of the electronics and the batteries. By itself it's not capable of moving so it needs to be attached to one of the modular engines. Currently only aerial modules are implemented but later I want to make some ground units as well. This is the drone with the…
Well, in presenting your work for others to see, I was under the impression that it was customary to show others (especially potential employers) how you made/managed your textures. These are not examples of my current work, as I have learned more about texture creation and UV space management. However, these are some of…
Hey Everyone! I am happy to announce my blended material shader for Marmoset Toolbag 3 has been released! You can find the link to the shaders on Gumroad here. The downloadable zip contains shader extensions allowing for 3 layer material blending on your existing Toolbag 3 shaders. Inside you will find two PBR shaders one…
The idea is having an option to make a layer repeat over the edges of the document, so when you paint / draw something over the edge on that layer, it would appear on the other side too. You could also move layers over the edge and they'd duplicate over the other side for when you copy parts of an images about. Heres a…
I meant basically that you can build hires hills/mountains/ cityscape, scatter gazillion objects and then make an extremely low poly envelope with a few fins here and there plus UDIM unique unwrap to bake your hi res landscape in. Since your landscape is static and not going to move anywhere it even could be world space…
Hey stickadtroja, I like your painting style with this if intensional or not. I'm guessing your going for a cartooned look? Your chars face is looking quite red in places if you where to tone that down a bit maybe. Also and I can't say this enough you need to shade your models. Most people don't do this and it's what…
Thanks you for tips, in particular that silhuette thing is something I will keep in mind. I'm modelling this as highpoly model and going to bake textures from it, and probably over paint them afterwards if needed. I extrude lot of details out, sometimes create new mesh items. This is first models where I don't care over…
Thanks guys ! So.. between Torchlight games, I managed to update my little scene. I decided to make it a little bit bigger. I'm close to start uvmapping now. I still need to improve the dead fallen tree, add little branches on the big one and optimize the ground tricount + tweaks depending on your crits :poly142: Tricout :…
Yeah, sorry for being somewhat unclear there. I did mean 'like a grid', as Sage says. Everything you did before you sculpted would have been fine for a highpoly, but sculpting on a mesh like that is always problematic. Less so now than it used to be, but still. The advantage to sculpting is also that you can just subdivide…