Hello! Yeah this is my first project in unreal which I spent the last couple of months on. I'm not new to 3D as I've worked in VFX for film and tv for the last few years, but would like to try making a move towards games. The aim of this project was to hit on a few key things. I wanted to show use of Trim Sheets, Modular…
Did another texture pass, I think I am pretty much done with this piece, would like to hear some critique/advices on how to improve it before I push it into my portfolio. Added more details, dirt/AO and some decals :) Sketchfab
Update! Since the last post, I've put a lot of time into establishing a base-pass for the mech overall. My thinking has been that if I can get the groundwork established for the texturing, then I can adjust and tweak as needed and continuously improve as I progress to the end of the project. This began with setting up the…
Final Update: So it turns out I've had a Polycount account for a long time but I haven't really posted anything :\ I'm hoping that all the talent on this website will help me develop my own skills and I'd be grateful for any feedback :) I'm primarily hoping to be a concept artist but if you want to see some other 3D stuff…
Mirai -( or nendo if you just bought the modelling part ) was glorious. Max didn't really catch up til version 4 almost a decade later and I'd argue that Maya still hasn't in some ways. Wings3d was a pretty decent homage/replica that was still supported post 2000.
Usually this type of stuff is set dressing added on top of more clean and generic tiling textures. Decals or mesh decals, scattered rubble, vertex painting, etc.
You can actually use height to constraint where to place your strokes, I did this on some tiling textures by simply loading height as curvature, then set a contraint to paint more on caveats and you're done For decals at some point you need to have a dedicated mesh or UVSet and in the case of a dedicated UVSet, being able…
never liked seeing characters with obvious differences in texture resolution between body and face so i'm trying to avoid doing the usual sculpt-everything -> bake down into one set of textures here. i've been working on decals and detailmaps for the body in the last week. ideally i'd like to use 1024x1024 texture…
Hello! I'm making this topic to show some progress as I get through a very ambitious project (for me), trying to reproduce this illustration as a 3D diorama: This is an illustration by a friend, Goblin Spice Trader, who does a lot of very cute (and often NSFW) goblins. I'm pretty sure they're not on this forum, otherwise…
Been spending the whole day turning the wall material into a decal using substance designer, but when exporting the sbsar file I have a little problem with the opacity map. In SD the map seems perfectly black and white, but in UE4, the white part of the mask appears to be not-so-white, resulting in the decal being much…