So yea this is what I mean by dated. First lets talk about materials and texturing. Here is Doom 3 Geometry and resolution differences aside notice the constant gloss value across everything, and the low detailed spec map. Also notice how the metal is not reflecting anything in the scene. Here are a few assets from your…
Thanks for the reply Zach. Man, I wish the art program I attended had a focus in game production. If you don't mind me asking what is the school? Anyways, yeah, Quixel is great. It's good that they have you using photoshop in school because all those skills are essential for texturing, especially with the Quixel suite…
K, I've got a week left, maybe plus a couple days. I'm finding it difficult to retopologize the mesh for game rez (9-10,000 tris), for a couple reasons: 1) the retopo tool in ZB doesn't maintain UVs, so I've found that I'm retopologizing a little too late. Instead I'll have to go delete edges and move verts manually in…
Scythe: Regarding your questions; The hair and eyes stuff I'll explain more in part 2 :) Im almost done with it. The Specular is something that I work on while im going along with the diffuse and though it doesnt really start to take shape until the diffuse is really starting to take shape. Its difficult to say 'heres how…
Hey guys I'm in my first job as a full time Visualisation Artist using 3DSMAX & Vray. I started very amateur however I'm getting a lot better. I want to switch over to using UE4 visualisation exclusively for 3 reasons; 1) UE4 is faster. It takes longer to set up the scene, but once it is set up you can have videos and…
I'm creating this character in from this concept art and I require help in finishing it. I've worked from scratch on it for the past month or so and gotten it to this point so far. I have made many characters, mostly head sculpts/busts but never to their completion or past the high poly phase into texture and material…
Yeah, the black outline are ray misses/artifacts. Basically means that your LP has too much of a discrepancy/gap to your high-res mesh. It's much more visible with a metallic and specular material, like what you have applied in marmoset. However, because a lot of the material would be polymer/matte, it wouldn't be as…
Are you using UDK? It's hard to give you tips on water when I don't know what system your using? http://www.hourences.com/ue3-water-outdoors/ <-A good UDK water tutorial. Its a bit complex but you can simplify it to your needs. The shadowing on the grass is pretty harsh, grass is fairly translucent and lets a lot of light…
(Update 2): https://polycount.com/discussion/234168/wip-advice-water-temple-ue5-update-2#latest (Update 1): https://polycount.com/discussion/234035/wip-advice-water-temple-ue5#latest Here's a new update for my Water Temple environment project. It's been a while since my last update. Recently becoming a father has pulled…
When you're working on improving your materials, make sure to heavily study material references. Using a gun as an example, this doesn't necessarily just mean finding good gun ref photos. It also means find material references for each separate material you are using. So, you're looking for ref photos of hand-worn wood for…