Update after a long time. Got my textures in and some drafts on the trim textures and sculpted out the Arch, will be moving to column soon enough. Still trying to balance out my contrasts before anything gets finalized.
The clip brush just flattens the mesh to the curve. What you're after is the TrimCurve brush. You can see the difference here: Source. You'll need to delete your lower subdivision in order to use the trim curve brush.
I really like the centaur cape, hope it gets in the game. I think fur trims look wintery, and fits centaur very well. Was the fringe of the cape accomplished with alphas? It looks like it would cost a LOT of triangles
Cool concept. For those arches you can probly just sculpt a tiling texture instead of having to do a unique bake. Just a thought. Then you can re-use it for other trims if you wanted to expand the scene.
Make 2 to 3 smaller modular rocks, arrange them using insert mesh brush to get the result after that u can add some polish using the trim brushes or some other hard surface brush.
Here's some model and texture sheets used. The first two are some of my tilables used on the centerpiece building. They were sculpted in Zbrush and baked down. The houses are comprised of the modular pieces shown along with supporting trim pieces.
After watching some tutorials, decided to jump into sculpting. So far, not too bad? The main thing I haven't gotten down is keeping the trim smooth, especially near the inward edges, they're sort of messy and unclean.
For the most part, it's all pretty simple. Pillar, panel, pillar formula works well. We do have a pretty robust instancing system that account for variations, but there are time where we just have to create unique pieces just for the shapes/sizes that we want. I like to create groups of instances with different variation…
A fun and challenging project, the AKM was modeled (to a certain point) following the "Ultimate Weapon Tutorial" by Tim Bergholz. Seeing the weapons from Metro Exodus inspired me to take it one step further. I tried my best to replicate the real AK and it's functionality. All in all, it was a great learning experience. If…
yes. baking it while already posed will influence your normal map to have some gradients/unwanted shading due to the lowpolys tangents not being nice and flat. Treat it like a trim sheet in your uvs, and then you can create the sling and pose it/rig it post-bake.