yeah just to mirror/extend on what George is saying here: Substance Designer/Painter use image based lighting, so you only get a sense of how the asset will look under ambient light conditions. You would ideally want to find another way of previewing with direct lights to help see how things will look on the final asset.…
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…
Hey thanks for the comments, much appreciated :) @GAZU I agree the scratches are OTT in places, especially on that fifth image, the IBL and direct lights are not favorable either to the roughness. Would loved to have found the time to paint in all the detail manually. M4 certainly the most popular, I've also notice making…
The waterfall looks better. I like the muddy water. Try to make rocks look wetter where they are near the water, a bit of moss here and there might help too. Your foliage is looking very good, but in general I think you still need to vary your green hues a bit more. Right now everything kind of blends together a little too…
Zoomed in thumbnails are not good, and your thumbnails are too small to give a good idea of what we're seeing. Make the thumbnails bigger, and they need to include the whole picture. Lose the car, or at least do your own texturing for it. Lose the WiP - if this is your portfolio, don't include unfinished work. People might…
[ QUOTE ] You might need to add a little more geometric detail to that bottom part to make it a little more intereting. Skirting around the base with the occasional break for a vent would probably be a good start. I'm not overly familiar with middle eastern architecture but perhaps some false windows (like arched window…
I think that the error was from having 2 versions of the model overlapping before they added the back face culling to marmoset. Also, I found that doubling the viewport resolution helped reduce it :) I managed to get some time to revisit the lighting as I was originally relying far too much on the image based stuff and had…
Hi Limewax I'm really liking how this is turning out. Nice textures. I kind of feel you need the bright yellow lighting from the first concept coming from the ceiling lights. Maybe even a tint of yellow in the light coming in also. Yellow lighting normally makes you think of enlightenment so puts across it being a path of…
@csmallfield There are some things you can do to improve shadows. First off, shadow resolution is shared for the whole scene, so if you've got a very large scene, but are zoomed into a small part of it, the relative shadow resolution will be pretty low. We don't have an option to set shadow resolution higher than the…
Sorry for not reading the entire thread but I think this might not have been mentioned yet. So for your own sake, the ao material input only works with stationary or static light sources by dafault. This is how it is, when you have static lighting allowed in the project settings. It will never show on its full intensity,…