new update! basically detailed everything that is needed. What's left would be to add more tietary details like memory folds and leather/damage; minor refinements.
* world projected textures with subtle grunge can help break up repetition and can help "tie" props and environment together by blending hue and value (has to be very subtle) * haven't done it myself, but I believe you could use a second UV channel for things like an edge or cavity mask, and break this up with a grunge…
Hey rockguy, scene's coming along nice. I know you said you're redoing the walls, maybe you can break up the busyness of everything by having some bigger details in the walls. Like areas of "rest" in the amount of detail so the viewer isn't overwhelmed. Right now there's a lot of detail packed into every tiling square,…
it does look too grey, but that seems more because there is little or no Ambient Occlusion or self-shading done into the texture. It's an good start. My suggestions are about the hexagonal weave-- I know that's leaning towards the Crysis suit, but the hexagons aren't interlocking right now, so it just looks like rows of…
like any streaming system it's ultimately pulling stuff off your hdd while holding useful mips in a cache. The difference is that it loads parts of textures, not the whole thing We had to do a fair bit of balancing and tweaking to avoid issues with the time taken to update the list of 'tiles' we loaded on PS4 and xbone…
I mean theoretically, if the vertex order stays the same. You could move bones based on closest point location and update the rig this way? It would probably break eventually if the changes are too big But if you can morph/blend from one sculpted state to another, you can automatically move the bones relative to that blend…
*Disclaimer: This is a revenue split collaboration, not a job. Payment will be in the form of an equal split of the revenue generated from this game post-launch. Me and a group of programmer friends of mine are developing a tactical RPG heavily inspired by games like Fire Emblem. Our goal is to release a great product that…
Hey, really love how this looks and am considering getting it! I have a few questions about this (though maybe not all directly related to the tool?). How would this integrate in a workflow with an external texturing program like Substance Painter? I'm also curious what you meant by a midpoly + decals workflow exactly. I…
You need to work on the trees to get them to feel more like jungle trees, don't forget vines and jungle ivy to spread around in your scene to make it more lush. I think scale is a big issue here as well, place something that will show how big a player will be. Going from the screenshot it screams : EPIC! , yours..not so…