The decal biz has been an interest of mine for a while and now that I have access to a cutter I'm giving it a go. Besides the normal window decal stuff I'm also working on a 'customized stock decal idea. Things are still in a kind of design / gauge the market phase but I think car owners' penchant (especially on places…
Area-F Environment : Development Diary https://www.artstation.com/artwork/ybvr25 Hello everyone again, I wanted to share a job I did a few months ago for the school where I study, I created a documentation to accompany the work and I would like to share a little of that documentation by creating a post on this page. + 0 to…
love it really much :D my only critique would be to add a more decaying feeling to the teeth, adding some yellow and greens in there eventually, so it gives the user the impression that his mouth stiiiiiiiiinks hell :p
feels like my skills are decaying from all the lowlowlowpoly stuff I do at work, so trying to get back to this kind of stuff anyway, quite generic scifi heavyarmor stuff, but I have to do <u>something</u> .
Here's a digital painting that I just started and would like to get some critiques on it. I definitely want to work on the zombie some more (work on the skull, the positioning of the right arm, and add more decay and disgust into him) and I feel that the composition could use some work.
Started work on a better brick texture yesterday, totally dropped the ball on the first one, since it had been so long since I last did a tiling texture... I'm also going to work on an older and more decayed looking texture to blend with it.
jakelear. I love that idea. I think i will run with that. but what mood should the lighting give? I am wondering if I should make the season fall. add red and yellow leaves with a thick dingy mist. decay the buildings a bit more?
few questions: 1) is it working with non square textures now? like 1024x2048? We hardly have any square ones at all. 2) Can I scale any mask /bitmap layer not only by integers? Rather any rational number too, something like 2,35 and cope with the seams higher on the stack. 3) Can I do Photoshop style layers/ floaters also…
Hi all! I'd just have to make sure that when you put a normal texture and an alpha, the base albedo is transparent, that it takes on the color underneath, because even if I deactivate the albedo, the color remains white. I just want make Deffered decal like in Unreal... Is there any way around this? Original thread is…
"The light weavers of old turned bitter and evil as they found no reprieve from their never ending guardianship. Their hatred eventually twisted their form until only a husk of rott and decay remained." - Azun Chronicles part II Rott Weavers: