Hey @ddgurto that's a great update! The scene already reads much better, good job on that! In the first image it's still a bit unclear to me which one the focal point should be. is it the ornamental wall or is it the pillar. Currently the sun is shining on both of them separately. I'd try to have a clear indication where…
I love me some Minecraft and as such I'm always a sucker for these sorts of interpretations of the pixels. This one, the wonderful Creeper from the game, is by Dmitry Burmak, is extra fun because it comes with a painting video to enjoy. Watch live streaming video from burmak at livestream.com
Hello ! So ive been lurking the Painted Textures Threads alot, and i am going to post some of my textures that im working on currently for my Indie dark fantasy-themed action role-playing game I will be using Unity 3D for it !
I understand that this issue might be something youre very passionate about\tired of maybe repeating the same stuff\seeing it online. But i just want to recomend to try to have a more civilized approach when adressing other people`s points, even when you vehemently disagree. This will just make your message poluted and…
A little interesting OOB point of view. I created a procedural generation blueprint to place the background blocks more efficiently. Its controlled by seeds to maximise the variations while preserving the placement without it regenerating every time we run Unreal.
Curious what the general consensus is for placing pivot points for modular assets? I’ve seen back right, I’ve seen back left. Is one better than the other?
How do you guys vertex paint, and transfer it to lods with different vert counts, inside UE4? Is this a valid technique, or should I be looking at another approach? Cheers
I am working on a portfolio for a job doing art at Wizards of the Coast and I really need some painting help, any suggestions for this head/face so far?
Hi, I'm hoping looking for someone to answer a workflow question with 3ds Max and Mudbox. Basically I want to create models in 3ds Max, and Sculpt and/or Paint them in Mudbox. My current workflows seem massively inefficient requiring so much model prep just to use Mudbox and I feel like I'm missing something really…
You should check out the Reflection Subway map that I did for UE4. It has a floor material all set up to vert paint water on there that should help you out. It looks like your tiles are getting odd reflections, and also you can see your point light reflecting in the mirror ;p You can fix that by taking down the roughness…