I don't recommend Ddo or Substance Designer, since they are both procedural. Textures will look alright with them, but they are no magic programs and require some effort put into learning them. Substance Designer is probably useful if you make large scale environments and need a lot of variations on popular materials. I…
Good start here. I think your biggest issue so far is defining the separate materials. Your metal appears very similar to the plastic, and both of them have more "bump" than they would in reality. It feels as if i reached out and touched it, it would feel rough. But in reality, it would be very smooth. Could be due to the…
Dev Blog 01 About Concept and Changes For this project I am taking the concept for inspiration, in the concept you can see the plane has been sitting on the mountain side for a reasonable time as the hull has been oxidised, but for this project I am hoping to cut it to a more recent window for the crash set in a more…
long post sorry in advance, thats all I'm looking for really something that may bring in some cash every now and then - basically to cover my hosting costs for my portfolio (which isn't that much) but would be nice to cover. Yep I've read through that thread, he has some pretty nice work but I dont have enough web…
Increasing the padding basically adds more texture space outside the wireframes of your object's UV space. If you fill the texture space exactly, then you run the risk of the UV lines showing up because they're unpainted. Increase your padding and overcompensate. There's no harm in adding more information, as long as you…
A detail normal map is the fancy version, some people go the grey scale multiply route because it costs more to render the detail normal, or so I have been told by my rendering engineer. An interesting topic, I've noticed all the modern fps games have moved away from detail textures in favour of higher res diffuse textures…
View of the model completed before the diffuse and alphas of the hair and leaves have been put on, the eyes have been added in and coloured (she's blind and i found that actualy having her eyes completely white over looked haunting enough to represent an almost hallucinogenic state that a witch doctor would frequently be…
Pretty nice textures, just a couple of questions/comments on it. First thing I noticed were the repeating tires. For the clean model, that works just fine, but on the mud, it's very obvious that they repeat. I would suggest making the overall texture on them more homogeneous to so the eye isn't drawn to the repeating…
Overall, I believe you did some solid high poly modeling for this piece. Though there some things that stand out that could be improved. Right now the entire texture has this Red/purple wash on it, almost looks monochromatic. It could just be the lighting. As a result, the entire model looks like rusted metal. If that is…
yeah, I see what you mean about your texturing progress. Here are my crits: The camo designs (blobs) are too small. They just add noise atm, so scale them up. A lot of the edges are being lost. Did you do edgeing on the diffuse and spec? Even if you just ran the "find edges" trick in photoshop, this would help greatly. I…