Hey guys ! So after your advices, I have been working on my alleyway trying to improve it. As you can see I still have to work on the bright building as the material on the dumpster. For the background, I'm thinking about making something else this is why it's empty for the moment. I decided to completely change the white…
If you're really set on not fucking with the model you sent to your animator, here's a "quick fix" that won't completely alleviate the problem, but will constrict it to the very tip of the edge: Duplicate your lowpoly mesh and rename it to "your problems". On "your problems", add support loops (orange) around the problem…
Hey all, more updates (sorry for the long wait). So I've put on a lot of place holder textures for the rest of the scene, but found myself spending a lot of time on the lava and learning some new stuff within udk (like vertex painting). Big thanks to some good friends from class that helped me out with this stuff, really…
I have never used an 8K map in any of the projects I've worked on, 16K is unheard of (Unity does not support a 16K texture) 4K can be used in moderation but as a 3D artist you have to mindful of the performance impact your assets will have on the application. Typical way to approach a building is to assign separate…
I like what you have so far. Are you working from a concept? Right now, I think it's really bright. You have a lot of light sources and a really strong ambient light. Darken the overall light a little bit, so your blue and orange light sources really stand out. If you're going to add more light sources, I would definitely…
So first posted update, I haven't had a huge amount of time, but I have already made several improvements: 1. Built Tree base meshes. 2. adjusted lighting to brighten the scene and match the colour profile of the concept better. 3. Adjust the camera angle and the colour of the moss. 4. I have created a simple fog shader…
Hey, I couldn't tell exactly as I don't have your UV maps in front of me but do the edges with the black lines, by chance, not have their own UV islands? When baking, hard edges always need to have their respective UV seams. Otherwise it will produce baking errors. The lower border of the blade looks faceted. Think of…
@Eric Thank you @loggie At the moment Im just building in Maya but will be moving it into UE4 most likely (this is a personal project). I will also be attempting vertex painting/(texture blending?) but this is my first time with it and so am reading up etc. I planned to use this method for the custom terrain (ground) and…
Thanks for the comments. I did actually get a little post processing in there. I missed that week of class so my instructor helped me out a little right before turn in. I agree with the reference being a little sad by itself. This piece is actually part of an entire village and all together it would look great. Im a noob…
There's no need to start a new thread for your finished assets, just post em in your main thread. I think it would be pretty hard to justify using a completely new set of textures for the mossy version of this asset when you could achieve the same effect with some much lower res tiling moss textures and vertex painting.…