I liked the tanks too, although the textures seemed a bit uninspired,with a standard dirty metal feel. The mesh was nice though! Could use some more details and decals. I'd recommend removing that windmill from the samples, it needs some work...
More thumping of said horse... Dirt on noise turns into, lost detail. Dirt on vanilla turns into detail seen. Its the same crack "decal" on both textures. (Not exactly true, I had to turn the brightness down for it to even show up on the brick.)
Hi all, first post here on Polycount. I wanted to share some work I've done on this bathroom. Assets modeled in Blender, textures in Substance Painter (except for decals), final scene in Cryengine. Let me know what you think and improvements ideas. (https://www.artstation.com/artwork/8LRGO) Thanks, Andrei
Hello. This is really my first time ever really showing anything here but this is from something I did for a class. Any feed back or thoughts would be much appreciated. And as a note the objects in scene are using face weighted normals with beveled edges and a few of the indents in the walls are done using decals.
But when killed they'll just turn into walkers, and unless they plan on eating the corpse within like 20 seconds they're gonna be eating a big batch of nasty. but then its only nasty when its decayed right...? ..woah. If everyone is already infected (shut up, that's an old spoiler) then does the rest of the body get…
Hello! I’m late to the game but determined to finish this one out! In
addition to the run cycle, I think I’d like to tackle a recall animation! I will be using the Lyette rig by Kiel Figgins: https://www.turbosquid.com/3d-models/3d-model-rig-animation-1238165 Lyette’s design reminded me of the Merchant job from…
Low poly of a step ladder. 3.6k tris Also, this wood material i made a while ago but forgot to post it :p it's being used for the wood beams on the ceiling Edge decals provide some softness to the meshes as the beams use only tileables
I've come from the shadows to provide you all with and update! Building interiors have modeled and UV'd, and I'm now applying textures to them. Just need to finish the street and Antique building before moving on to props and decals. Comments and critiques are welcomed.
Thanks! Ya I agree on the road and sky, still have the default UDK skybox so that's on the list of things to change. I also plan on getting some decals for wear on the road so hopefully that'll make it look a bit more interesting.
You have a dirty decal on the 3rd, 4th and 5th pics from the top that are on the wall as much as the wooden pillar and to me are really flattening the image. They match up so evenly that it almost looks like you threw it on as an overlay in Photoshop post render.