Right now it's very monochromatic. It could greatly benefit from getting some things like dirt build up, some rust spots/leaks or rusted edges, just some subtle variation to the over all color. Looking at the T-34 the color looks slightly more like OD Green than just straight Foliage Green. A big help would also be a decal…
yes, I tried. it's different but still as bad. I see that there is no way currently to do damage without baking. I wonder how they damage cars in GTA without using them? Do they decals for that? Here's the thread about issue I'm talking about - http://www.polycount.com/forum/showthread.php?t=95651 Here's another one with a…
Floor Material Got a little behind with other modules this week, so a smaller update for you all this week. Got the floor material started, and basic lighting set up. and a better look at that material. Not too sure where the thicker black lines are coming from, will have to look in to it, its really bothering me. I'll add…
you should make a decal sheet to help you marry some of those assets to the wall. right now everything looks like its floating. If you put some stains or just some simple faked ambient occlusion on flat sheets in between the wall and assets things will look a bit more real. also, maintenance boxes usually have more…
Not bad, I've been working in Hammer for a good 6 - 7 Years now. I suggest taking a look at some tutorials on using sprites for your lights. They can add a much more realistic effect. You also need to take a look at some of your walls especially in the second to last screenshot of your new post. It's way too bland behind…
- the vr market is doomed (it might be steams fault) - mechanical keyboards are too loud - i hate nvidia but i'll continue to use them (updates) - render engines need to take decal workflows more seriously - blender 2.8 will be hard af - marmoset actually outdid SP2 - SD needs to stop doing so many damn releases! -…
in an interview they once said that to come up with something special and that their first attempts didn´t worked out so well. But unfortunately they didn´t explained how they did it in the end. My guess is that a collision sphere collects texture information from the surrounding objects and create a sample of that. Or...…
Good Start. I agree that it feels a bit lowoly in some areas. I think that the decals are too opaque. Try turning down and varying the opacity in areas (don´t know if possible in unity). Check the scale of your scene, somehow I feel that the door is quite big compared to the chairs. Pipework can use some loving Your tiles…
For this update I went through and really tried to clean up a lot of the scratch detailing I had in the earlier renders as I felt that was one of my main causes of noises. I have also went in a applied decals for more variation to hopefully keep your eyes off of the noisy divots. My next step in to finalize his skin and…
Hey there. Think the road looks odd because of the decal size and brightness - it's too clean in comparison to the rest of the scene and the lines look to be a foot or so in width (altho I know photoshop isn't playing nice for you atm). Re: the line of shadow/light - it looks like a lightmap issue - this vid might help:…