I would say something that could help your bricks out is a change up in the texture. Do some vertex painting. For example the areas where the bricks touch the ground, door frame, and support beams vert paint in some concrete or moss. Probably moss since this is a moist environment. Also the bricks are too high frequency…
Thanks for the comments guys. I didn't forget about this, I just have to finish some other school work before I can really focus on this. pixel scholar - Hey Jeff, nice to see you posting here! I see what you mean about the bevel. I probably should have put that in before posting. Thanks for reminding me :) GragGunslinger…
So, I can't say the feature on the front page did not inspire me to create more. It did. I've finished the water and fire nymph, I was ready to make a earth and wind versions, but at the end, I didn't like where the earth design was going. There was stuff I did not figure out in the sketching stage and I thought it'd be…
so while baking i often had problems with baking hard, round edges. i found no tutorials for this anywhere so i figured i´d do one myself to hopefully prevent others trying to get rid of this by baking (cause its nearly impossible in some cases). 1. THE PROBLEM AREA what you have here looks realy shitty if you look at it…
Here's a condensed version of making a simple flickering light using light functions: Has to be a dynamic light - Move/Toggle Create a spotlight MOVEABLE In the content browser, create a new material In the materials properties, look under Material settings, set Blend mode to Translucent and Lighting Model to Unlit Under…
Working on an adjustment to the specular ibl shader here, wondering if someone can help steer me in the right direction: from MarmosetSurf.cginc //DIFFUSE WRAP #if defined(MARMO_DIFFUSE_DIRECT_WRAP) || defined(MARMO_DIFFUSE_IBL_WRAP) half4 diff_Wrap = tex2D( _MainTex, uv_diff); half4 Inverted_Diff_Wrap =1.0- tex2D(…
Agree with North, I prefer to just have a column of full res (1200+ pixels wide) images with no thumbnails. And by pick a focus I mean more like pick environment art or character art specifically to improve on (at least at first) because it can be really slow to try to work EVERY field at the same time. You can work in as…
Using photos as a base is one way to produce textures. In case of an ashpalt texture, you would first make this photo tileable (inside e.g. Photoshop). You could then use a program like CrazyBump, nDo or Bitmap2Material to extract the individual maps (normal, specular, etc.) from the photo and fine-tune them individually.…
Just peeped the Marmo scene on your Artstation, REALLY nice work :thumbup: Your material definition is mostly solid and I think you found a great balance with the damage - nice small detail paint damage on the cabinet that's subtle enough keep it interesting without being too noisy, some large rust damage to break things…
Heres what I did yesterday- took too damn long, I got reeeeaallllly bored with it and yeah, I sampled colors. Bounchfx and Wake: I hear what your saying. The method I use is the way my instructors taught me to do speedpaintings for in class assignments here at The Guildhall and at first, I felt that sampling colors was a…