I want to make textures without meshes at the moment, I'm using ndo 2 to make the basic shapes of the textures, but then when i create diffuse ao and other maps for it in 3do. How am i supposed to do the diffuse? I tried using the smart materials or the materials and they are all way too tiled, the scale button isn't there…
Hello and welcome to my sketchbook. I'm Stosh, an Environment Artist. This is to better my work toward bettering my portfolio. I have plans for great projects and daily work routines to get better. I'm hoping to get some constructive criticism on my work to make my larger projects more refined while learning through…
Dear artists, We are looking for a talented 2D Game Artist (NOT a freelance conceptual designer) to work on the core 2D visual content of our games. This is a fulltime position and would require re-location if you do not live in the Netherlands already. Since we work with a small, yet extremely devoted team, we are looking…
I've been trying to make some tank tracks follow the edge of a simple tank model I've been working on, and after trying some things I still can't figure it out. Originally, I made a tank track object with Editable Poly and cloned it many times then used Attach to attach them all together. After using PathDeform it wouldn't…
Hi everyone!, I've been working on this piece for a while now and i would love to get some critique on it to further improve it! :) I really appreciate every feedback i get and i hope you like it so far! Thank you so much in advance! many greetings, Martin
This is all great info @crazyfingers This is one of my problems, I get on a project get so far until it gets to difficult and I move on to a new project. I am so dedicated to the discipline and I need to focus this dedication to one project. This also goes along with what chrisradsby said about doing unnecessary things...…
Deforges: Thanks for the feedback. I broke up his silhoutte and it looks much more effective. _DeadPixel_: Thanks man! Yea, I hope this shader is a bit better :) Kaelin Hinnant: Thanks :) I did it in zbrush. I basically masked the area I wanted and extracted it. The trick for me is to use dynamesh and always stay at the…
Updates Pt 3.... Much of Mokoto’s gear has been assembled with another set of Kit named, specOps. This is a custom kit of mine comprised of all the spec Ops gear I made over the course of Breach and Clear, and Breach and Clear Deadline development. Allot of it is molle based and was modeled to spec in MODO originally. But…
Eric, Thanks for your reply. I'll look forward to these types of features. Keep up the great work. You and your team have developed some excellent tools. For now, when generating PBR materials from photographs, we can consult the reflectance values per material in your XML files (/PhysicsLookup) for some good suggestions.…
I'm picking up these triangles on this SD material I created and the straight lines look great yet these pop up in the UE4 editor. I went back to the file and found the lines are jagged. I'm trying to fix it with a Blur node and Levels to even it up but it isn't going very well. This mask is a zoomed in image of a 4x4 tile…