Thanks all :) BrianDolan89 i used almost 100 000 triangles for the beast and the Pedestal use 5100 triangles its going up 100 polys i 'll be reduce on bottom area regarding texture sheet i used 3 texture sheet of 4096X4096 for body,armor and wepone + shield 1 texture sheet of 2048X2048 for small accessories 1 texture sheet…
Why do you need to apply a displacement map on your high poly ? If you want to texture your high poly for later presentation you can either unwrap it and texture it the classic way or use procedural textures with projected details. Texturing a high poly can be a really complex task and i would suggest you to first start…
Great suggestions and i agree. I would much prefer to pay per texture instead of packs if possible. "For the indie market, texture asset packs based on a fixed number of texture downloads that can be selected from the entire library makes much more sense. That way, the indie developer can strategically select only the…
Tough one here (for me) I'd say texture your two construction vehicles and make them the most badass construction vehicles anyone has ever seen in life! These stood out to me, all that other stuff, i kind of (for me) do not "mesh" with so it is no interest to me. Perhaps your calling is vehicle design you seem to do well…
Looks like a lot of indenting of normals, so perhaps some kind of "painting" of normals that wrap around the arms might be the best course without modeling, just using a "base", then adding the inner indents. Rethinking this a bit more you would probably benefit from playing with angles, to show the thicknesses between the…
For a 2.5D side-scroller beat'em-up game set in an industrial bio-punk Tokyo. Most of the work will be to "decorate" the environment, creating world props and environment textures according to references. Style is realistic with a bit of grunge. Polycount is > 500 per asset. Textures size is 128x128. Palette is Q1's 8-bit.…
Hello! I’m Joshua Shifflet, a 3D Artist specializing in realistic prop creation and texturing. Folio Link: https://www.artstation.com/joshuashiflet I’m experienced in multiple disciplines beyond that as well, ensuring an approach that takes multiple levels of production into account for everything I make, from level design…
I think your stuff looks pretty good overall. I would suggest to focus on creating low / mid-poly (100k-ish) game meshes with texture break downs (Normal, Albedo, Gloss, Spec etc...) As well as pushing the quality of materials and textures.
The world coordinate 3way projects your textures on the terrain. Remember to use a Texture Object and not a Texture sample if you are using it and the param node adjusts the scale of the projected texture !!! Here is a simple setup (ignore the red markings): There is very little info on this function but it works really…
Sorry for the extremely delayed response, but yes, thats one of the things you have to work around when it comes to painting textures. If you just half-ass a texture, then yes. It will very much show the seam. But if you spend time tweaking and messing around with the overlaps and the texture break, then you can get a…