I'd agree Houdini isn't in demand yet, regarding a studio system environment however the indie scene has seen a certain level of traction for procedural game development. Anyway wouldn't be a complete waste of time IMO revisiting your interest at a later date after firstly, as mentioned getting too grips with industry spec…
The bake turned out great, but you could really push the textures much more, you could have the paint peeling with the metal showing behind it, and the black metal doesn't look very metalic, so you could also add some scratches and work a little more on the spec/gloss to really make it look realistic
I'm just going to reply with the same comment I made to his post, There seems to be a lot of good games recently that depict violence and war as something disturbing. Such as Last of Us, Metal Gear Solid 5, Spec Ops: The Line, they do not take violence lightly like most other games that glamorize war and killing.
I've updated my design if anyone want's to make any comments on how to improve my work. instead of a 33% spacing i thought that the wings and rudder style gave it the feel of an osprey. The point of this asset btw is an enemy in a fps game in ue4, and the model will be as is with no normal map only a diffuse and spec, as…
when doing textures, you need to think about how the material physically looks, not just a flat texture itself. its lighting and material definition that sells the materials for what they really are. as of now all your materials are looking kind of bland with an even specular over everything. are you using any specific…
Haha, Awesome! The thumb is throwing me off a bit... maybe the twist is too much? And the area on the palm where the thumb comes in (abductor pollicis) has some artifacting... and maybe its a little flat based on the style of everything else. Oh and the material (particularly the spec) on the jacket is just sort of meh.…
He wrote an engine designed for loading massive (think tens of terabytes) of images and geometry, meant for machines with low end specs. Data can be streamed over the network or from multiple drives, or a combination of both. So I fired off an email to him last night to see what he can write up.
I'm really slow... here's a small update! So I did an ao pass, and am working on defining the textures. Also trying to work in some interesting details like the on the hood. Also sort of working on the spec as i go. So far I have only worked on the face, hood, shoulders and the shirt. With no lights:
hey man, good start I wouldnt call it done just yet though, keep analysing the shapes and comparing them to the model. overlaying in photoshop and flicking between the two helps a lot. The spec looks wrong to me, way too harsh I think, I'd be careful about trying to match a photo that was taken with flash
but very often amount of materials is related to amount of textures. (unless the engine internally optimizes for texture atlas useage to create bigger batches). in a regular engine you will get an extra draw call for every new texture you use. (not as in texture combinations diffuse/spec... for a material, but say your…