I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
Some updates for the forest map: https://youtu.be/PZgwNE2f1JY?si=JYR52NGI_Kh4q68U foliage is being made by: ArtStation - Oleksiy Oliinyk i've only provided some guidance but he is doing most of the great work. There is still some WIP leftovers but it's coming along nicely. the biggest improvement for foliage we found was…
Can someone tell me how do i clean all this up? By meaning i'm probably gonna re do the Truck but based on the blueprint (whatever it is) How do i make these models more accurate? This roof of a Evo this morning i worked on it and every time i just keep getting rounded edges like i would add more loopcuts still same…
This thread will document my journey through learning and growing (heh) my garden of knowledge in foliage & vegetation production, the specialism I'd like to have as an environment artist! Although I intend to tailor my work towards stylisation and hand-painting, I'm still experimenting with and learning more realistic…
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
Hello, I am Jake Pleshe! About Me: I am a concept artist looking to work on a fun project with a great team. I thrive in collaborative environments and bring a unique set of professional skills with 10 years of experience as a Mechanical Engineer and 3 as a professional artist. If you have any questions please reach out!…
Try adjusting the mid value of the alphas to 50 (or 0.5, whatever the middle of the range is) after you import them.And set your displace value intensity to 0.5 as well for each udim.
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
model https://www.cgtrader.com/products/c-more-red-dot-sight 3D model of the C- More RedDot Sight. Made in Blender, Substance Painter, and Marmoset Toolbag. I used 4K Textures for the scope, and 1K texture for the lens. Polycount:10194 Vertex count:5416 CGTrader: https://www.cgtrader.com/products/c-more-red-dot-sight…