Looking pretty sweet man. Just a couple things: Your spec could benefit from a little more variation/contrast I would say. Nothing too crazy though. Also some type of reflection (cubemap/realtime) on the metal would help it alot. Also a 2048 texture I have to say, is pretty redonkulous. A 512 is more likely for a first…
Hi all I'm in the middle of making an apartment and i'm about to start the texturing phase of the props. A few of the props in the house are all made with the same wood and metal contruction. e.g. Coat cupboard, Table stand and the stool, etc. Like they come in a set. I was wondering which way would be a more ideal way of…
Hey guys, i made a little terrain and wanted to import it into world machine. i exported all my outputs and choosed .pgm for my heightmap. all my maps are in 2k. i started a new level in ce3 and set the hightmap resolution to 2k. after i imported my heightmap and then go under "export/inport terrain textures" tab it only…
Welp.. I landed a freelance games job, working on the spiritual sequel to Soldat. I'm doing all of the main art, from concepts to 3D. The gameplay is a cross between Worms and Unreal Tournament, so the sprites don't appear too large on the screen. The character in this shot is 504 triangles with a 512 x 512 map (final will…
This method works well. From the wiki: Visual Packing Guide If you want a visual guide when creating your UVs, one easy way to see the spacing is to use a checker as the background image in your UV editor, with each checker square set to the padding width. For example to get a 4-pixel-wide checker on a 512x512 image, tile…
Wonderful job with the park scene! One of the main problems I have with your other scene is the atv. I may be reading this wrong, but it says the atv is 20k tris and uses a 1024 diffuse/normal? Yet in the texture flats at the bottom, it looks as if you are using 1 512 for the body and 1 512 for the wheels? Besides that…
Okay, I've got an update on my progress so far. Here's the textured version of the model with the currently most recent version of the texture: Here's the same model from behind: (I'm currently debating whether or not to add the stainless steel texture to the rest of the drum harness.) And here's the current texture I…
Thanks for all the kind words and feedback! Some updates: -added the painted red symbol - worked in some stronger highlights to bump up that contrast - added some more details to the bottom rim of the greenish sheild - added some tonal variation to the deep cuts to give them some more depth. - new screen grabs sans gizmo…
Sorry for maybe hijacking your thread but i have another example: Lets say i have an object that has round-ish smooth edges, and the rest of the surface is rather clean, like a table or a chair, so the normal map would only hold important information for the rounded edges. Whats better in this case, actually bevel the…
This looks like a fun one! best way to approach this (any any asset imo) is to decide what you want to be unique and what you want to tile. from there you can save yourself alot of back and fowarth work. if i was doing this. id have a tileable for the bottom floor. and one for the top floors. then another for the silver…