Now I might not be like some super cool epyc art guy with like 16 environments that top the front page every hour and responds to every question with "oh i'm actually under NDA i can't disclose that B) " yet. But this post reads like all the thoughts that run through my head when I get an anxiety attack. And I do get those…
After a long break, i was busy working and on my free time i used to improve the archviz the best as i can. The OP map doesn't exist anymore because i have remake it from scratch redoing many of assets, including a propper shore for lake and new rocks to separate the landscape from the lake shore border. i have uploaded on…
Honestly, I think you're going the wrong direction with this. You're conflating the aesthetics (did you pick a nice one for that wall) of textures with the techical aspect (resolution, stretch), and due to a lack of a technical category for models you'll be forced to do the same there. A prop can be modeled well but look…
Well, I know you want to be done w/ it but there is some more work you can do to really bring this piece to the finish line. First and foremost, you are wasting your normal map. It has some great high level detail but is missing small scratches, surface texture and wear. Consider using a detail normal map or adding detail…
I was a part of strong team of artists for this project so make sure to check out their portfolio's on Artstation when you have the time :D : Kieran Wilson - Art Director/Props/Environment Laura Higgins - Producer/Foliage/VFX - https://www.artstation.com/laura_higgins Lee Smith-Anderson - Lead Props…
Hello! Just over a year ago I released my first ever solo developed game, Galaxy Drift. A sci-fi isometric racing game based on classics like RC-Pro Am and F-Zero. Built in Godot using pre-rendered backgrounds created in Maya and textured in Substance Painter, Galaxy Drift was a passion project that helped me learn about…
I see... I thought organizing my stuff by "types" was better idea, but I get the point it's better to show all my things at first glance. Thanks for your comment! Same as above, I really thought that organizing my pieces by categories was ok. Didn't expect people to think I just have 1 piece of each. So yeah I get the…
Hey everyone ! I started to work on props textures. I thought it'll be easier to have the right saturation and color etc first before begin the foliage modelisation and texture. For now, I have to change a bit the value of the roughness for the most of my materials, they are too much bright, and my high wall pillar are too…
most important critique i could think of, is you need to get better at faces. most of them has the same disproprtionate almost cartoony sizes to eyes, nose and mouth. i recommend focusing on that, both in 2d and sculpting, for a while and do a bunch of studies. your props, for example the weapons to jinx has a much higher…
The method you described only works for an object with unique uvs (non overlapping UVs) which is pretty rare. Usually only characters have unique UVs. The benefit of unique uvs is you can paint everything unique. Baking a tileable texture into a unique UV template is the worst of both worlds- low texel density due to…