Hey, long time no see :o Just wanted to say this project isn't dead. Life got in the way for the past 2 months, but I'm back at it and I've made some progress. I started adding some materials from Substance Source to get a better sense of how the scene as a whole was coming together. I plan on using vertex painting on the…
The textures are really looking good! Nice job on that. One thing you might consider is using either decals or vertex painting for your concrete damage, or just use larger mesh chunks. The damage repetition is a bit obvious, and I think you'd benefit from having more variance in it. I'll agree with sltrOlsson that the…
Nice work so far. For the thickness of a gun I would look for a cylinder at the gun (normally I use the bullets), from this you can estimate the thickness. In this case I would use the red part in the middle of the gun (and the are behind it). I pick the hard surface environment challenge with the focus on using a mid-poly…
@Daniel91 So I gave the tire tire/scuff marks a shot with some vertex painting... I'm not sure how I feel about them at the moment. I'll play around with them over the remaining few weeks of the course. Like you said, they could add unwanted noise to the scene so I kept them a bit subtle for now. Also added some general…
I understand was mainly suggesting you should work on a full assets being high/low/texture. I feel the hummer your currently working on will round you off as a good modeler. But your portfolio is missing complete assets to showcase you can do it all, as I was told when I showcased my weekly. Anyways yeah that was a nice…
Are there normals on this? The first thing that stuck out to me(in addition to the lighting being washed out and lacking contrast, which could be what is doing it) is that the roof looks like it's lacking normal detail, has lighting information in the diff/albedo, and/or is lacking spec/metalic information. The supports…
You guys are probably setting some sort of record for RTS expansion with most amount of new assets made, really impressive. I love the focus on improving terrain textures and doodads too. Somehow they make some of the old WoL maps hard to look at now in comparison. As someone working on an SC2 Arcade game these also answer…
Thanks guys! You've convinced me to keep working on it :P @Brandoom - They're supposed to be plastic, but I can't quite get the feel for them. I'll rework the texture and see if I can play with the spec (looking at examples n' stuff too). @TonyNowak - That's not a bad idea... would be fairly simple to do to break up the…
Im gonna STRONGLY agree with what has been said before. Your sci-fi piece is your strongest but still has a LONG way to go. You should be using dynamic lights to get interesting shadow play, Also with all that painted metal you should have spec and gloss maps on everything. Don't be afraid to go nuts with it, this is a…
it's a vertex blend between 2 or more textures, that has a extra texture with 2 channels to define what ares blend in first, and the fall off. than there appears to be some good old fashion decals for tufts of grass placed by the LD. if you are doing this for UDK, i can show you a material function i made a long while back…