Crosspost from here. Hi guys, Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer. Before: After: Other renders: On the substances: All of them have…
Crosspost from here. Hi guys, Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer. Before: After: Other renders: On the substances: All of them have…
Hi guys, Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer. Before: After: Other renders: On the substances: All of them have adjustable…
Probably a bit late at this point, but your bevels really need to come through more (if you have any at all). You've got some really noticeable "hard" edges (those artificial, 3d-looking ones) on the rear fender and cabin. I dunno if it would be possible to revisit your high poly and rebake your normals, but it's something…
I realized the tutorial I was typing out was too long and detailed for something that is a senior project. These are the maps I would use for dirty glass (make sure to UV the glass and output it to photoshop first): 1) Diffuse - Base color of the glass + any dirt/dust 2) Specular - A greyscale version of the diffuse layer,…
"if you think it's dirty... make it dirtier?" Jesus... Like SF said, they need to teach how to think about dirt and where/why it collects and the type of wear and tear elements have on structures... i don't know what kind of class you're taking. It may have been mentioned before, i'm at work though... so i'm not going to…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
It looks great! As for an area of improvement, I think the piece could benefit a bit from some modifications to the dirt/grime areas as some spots look clean when they should be dirty, whereas others look excessively filthy. The yellow graffiti on the left of the dumpster looks a bit off since it appears that part of the…