This looks too modular. As in, broken into too many pieces in a non-necessary situation. It's a flat wall with windows cut into it. However, did you setup 2nd channel light map UVs? And if you did, did you keep them on an accurate pixel grid (in max) of their respective resolution (in UDK)? If not, the lightmaps' edges…
man i like the old bleed your eyes site having general discussion @ polycount is like having a water cooler or tea prep area at work, its actually nice to have a small area deditcated to chatting shit which can be related to work or can not be that said maybe we need a sub forum to general dicussion for taht
Just tried applying the material to a particle system. I get this: EDIT: I changed the material type to surface and the particles work. But changing the blend mode to translucent breaks it for some reason. Nothing renders. EDIT 2: Okay it shows up with the opacity all the way down, it's just that the normal map isn't…
mm yeah mix of the third for the lower part and the first for the upper part, but with the seam behind. Try to put seams where you'll have the lowest details, so basically, not the front of a shoe. I wudn't recommand to have a thin angle between edges like you did on the highest seam of the third example, coz you'll have…
Hey guys!!! I've been progressing on the splashart, it's proving to be quite fun but demanding. My approach is to paint a speific area or element, but with broad strokes just to get a good sense of color blending. No details for now. I'm also jumping back and forth between rakan and the background for now.... to get a…
if you want to be a texture artist, you need to show your substances in use in actual environments. anyone can whip up a fancy shaderball in marmoset with tessilation cranked and a good hdri lighting setup, but seeing them in an actual environment, tiling and blending is a whole lot better. shader balls dont really wow…
its a minor nitpick but yeah it just seems like that icy flame sphere around the rune is coming out of nowhere, I thought it might be nice if it looked like it was coming out of a subtle animated glowing edge on the ground(basically a ring with a scrolling masked texture on it using additive blend), hard to describe this…
looks great so far! i'm looking forward to some more excellent tileable texture tips. i'm still wrapping my head around it all but can't wait to see what you do with this. I personally love all of the new concept art for pandaria that they came out with. its a nice blend of wow and asian culture.
Thanks for the opinion :) Could you please give me some hint, how those basic tiles would look like and how to blend them properly to get those shapes that more or less "interact" with each other and affect their neighbours flow? I'm really desperate regarding this substance right now and tree bark is damn hard to do :(
I see you used Flood Fill in your original experiments, are you not able to use Flood Fill to Random GreyScale Color to create your luminance variation? If you do the "classic" approach, you could create a smaller cells generator, and use histogram scan on the large cells to create a mask for the small cells, then blend…