Hey guys - I would really appreciate any crit you have to offer on this model! I used Zbrush/SP for it and my main focus was on texturing. I'm gonna try to texture some more rusted/damaged assets soon and would like to know what I should try to improve on. https://www.artstation.com/artwork/PK5k3
Hello, I am having an issue with baking a procedural texture down in Blender, for reference this has been my standard workflow for a while now without issue but for some reason this time the Normal map is producing really ugly harsh results - like there's a setting wrong somewhere. Normally it's the opposite issue with the…
@icegodofhungary thanks. setting it to Normal in Decal Blend Mode with the mask plugged into Opacity I think is the closest Im going to get it. I lose the dirt/edge damage I had in the color/roughness channels, but I dont know how else to make it work. I can live with just the normal information.
Heh, each person trying to charge less than the last... You guys should really be emailing him rather than posting your rates in the open like that. With some difficulty, I'll avoid ranting here about how damaging it is to the industry as a whole to try one-upping each other's rates like that.
Well...its been a while, but after a whole bunch of work related and life related things, I have free time again, so I've decided to pick this thing back up. I decided to rough in a bit more of the damaged stuff, and re-lit the space. These images are in the detailed lighting view in UE4:
Hey man nice work, A few comments mostly on textures; I think the important thing is to make the damage believable, for example you have a saftey near the grip, when that rotates it might scrape the paint. Maybe some colour, or maybe some personal decorations look at the ingame one it has a shark smile on it ^^
Truly Inspiring! What method did you use for the sword motion trails? something homebrew or from the asset store? Also, the damage text numbers, how did you make those? standard unity text somehow? I've been looking for something similar, i'd like to have gradients in my fonts.
Got a bit tired of modeling the pieces, so I popped on over to ZBrush and made a column. Both of these are the same column, but the one on the left is lit using an image which is closer to the lighting you'll find in the tombs. I love sculpting stone damage, sometimes it seems like it's the only reason I have ZBrush!
Cool idea, thanks!:) I'll see how I can run with an overgrown look with the scene. Those layered thatched roofs are definitely lifelike, can't tell yet if they're modeled/textured with tiling strips yet or not. The damage running down the middle tells me it's unique. I'll take a look at more references.
I didnt see much weapons in zbrush, you should avoid it , except causes u want to make some bio weapon or some rly rly damaged one, or want to add welds.. nowadays you can go up to 10-12k polygons....6-7k is pretty good number imo