Baby Steps, Wip#23849320 -Skin gloss/spec needs fixing -Pot needs fixing -Cloth is garbage and boring , needs fixing stuff stuff stuff Thanks to those who've given me crits so far.
Getting closer. Maybe lower the roughness a tad on that metal if substance displays metalness right and all those metal areas are marked as metal. Looks all... old-school spec, a bit too plastic-y. Which is weird.
Modo is like 3DSMax/Maya, a fully featured 3D app. Mari is like Substance Painter/3D-Coat for painting, but is designed more for very high spec work (it can handle multiple 32k res textures at a time).
Sooo goooddd. I'm curious what some of those maps are. Like the fourth one for the piano keys and the last 3 for the very first ground texture. Guessing this game uses Roughness+Spec PBR? Anyways, Thanks for sharing! :)
yah spec maps and glowy red circle on the way!! :p I built the chords out of splines. Been wondering how to get texture and things like you mentioned, the ribbs and such. Any tips on doing something like that?
Cool character, it's a fun design. The helmet reminds me of Master Chief. I'd like to see some more material differences. Right now it looks like the armor and fabric have very similar spec/gloss properties.
Tkfxity - Thanks for the feedback i appreciate it,Well i went in and took out the harsh lines, and broke up the tiling a little. I did the same for the walls, reduced the wood grain and created the normal and spec maps for each :)
Hello Markmars, yes, the gtx 1060 is supported by subtance painter. As a rule the painter copes well with every gaming graphics card of the last 4 years as you can see here. https://www.allegorithmic.com/products/tech-specs
really like this man! I agree about other folks crits on the spec though. Maybe get a small amount of reflection going on in there? Would be nice to see some texture flats as well please! Awesome work though!
Another update. I am still working on the main body and I started with the wooden base. Still no specular detail and some parts (e.g. the black wooden handles) are too relective. I will fix this later in the spec map.