another update screeny, its a little bit dark. I modeled an angled locker because I was thinking it's a little bit more insteresting than a basic box :/ if it's really that bad I can just pull the angle a bit. In this screen, I'm just placing all my assets and fiddling around with lighting, I'm leaving some room for extra…
Hi Polycount, This is a hallway I started awhile back to practice trim texturing along with some shader stuff (the planets for example). I'm using the 2 UV map technique to blend normals and tiling textures. Really into the shapes of the environments from Halo and Destiny and wanted to do something in that vein. Right now…
This is my CGMA 10 Weeks Modular environment build in the Unreal Engine. I decided to make a scene combing the back story of "Detroit: Become Human" with an urban Hong Kong theme. I created everything in this scene myself except for the particle effects which i applied from the UE Elemental Demo scene. I created my own…
Low poly with bake: [original] I've been wanting to get better with zbrush recently so have started making a few tiling materials there and then decided to finish an asset fully in zbrush (I may have done this one other time). So far this is my progress. My crits on it: 1) The decorations on the outside look lumpy. I think…
video with ambient effects Attempting to add some wind effects and dust/sand to the scene, it still needs a lot of tweaking, currently it feels repetitive and kind of noisy Made a simple panning material for the vertical "runes" going up the crevice. Also made some simple bramble/thorn meshes, i still need to make some…
Just finished my latest project This corridor environment is made with MayaLT, Substance Painter and Unreal Engine 4. I wanted to make a smaller scene after the last project at CGMA to reproduce what i learned so far when it comes to modular environment art. I did not use trim sheets this time. Insted I created tiling…
I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
Hey there, i'm trying to bake a high-to-low poly model but I'm having some issues, I'm using this high model as a test: first I tried to bake with Substance Painter and here's the result: then I tried to use Marmoset toolbag 4 and I got this result: I think its an issue with the normals, I tried to export as obj and fbx,…
I'd suggest getting textures from somewhere like cc0textures.com and using those. The procedural texture generators packed with modeling software are generally very basic and take a lot more effort to get a half-decent texture than something like Substance Designer. If you use royalty free textures you can start learning…
Good start. One thing I noticed right away though is that your buildings lack a nice trim around where the windows meet the roof. The transition from window frame to flat roof is only a few inches. It looks like you sliced the building in half . I think you should add some space there about as tall as the center beams are…