Heya Would love some more crit on a wip bust (i posted this a while ago), and instead of bumping the old thread i thought i'd share how i try to polypaint realistic (i hope) skin textures from scratch. Realistic skin is a bit of a mindfuck, and i want to share a bit of my research - just dont hate me too much, my anatomy…
Sill liking you sketches, keep rolling em out! I love your shark signature I was not being a hater, just baffled that your signature was a shark. Funny stuff.. the chimera and pain-apple-flail pic, I love the "ax head" you are putting on stuff, in odd places like the helmet and on the pic before that the shield. The guy…
A few members here have asked that I discuss my methods for creating maps. My approach is more suited to a realistic style. Texturing When I am first assigned a task, for example an Ammo box. I create A folder called Ammo_Box and I gather as much reference, and textures that relate to that task. If the Ammo box is made…
Okay Ive been working on custom assets for a 100 perent custom level for ut2k4 for the past 4 months. Im going all out. But I havent had any luck with creating a self illuminated tex panner that goes behind another texture to show the panning on the first layered material. Basially Im trying to do this. I hope Ive…
Hello! I did a first pass on the rocks, created the shader and added some placeholder materials from free asset packs. Now that i'm looking at it, it probably needs another layer of sculpting,and each rock should have its own individual uv set instead of all being packed in one. Later on i'm going to try some radial tiling…
Alright, I spent a few days (and nights) on another module, and I'm back to focusing on this scene. First up, finished the pillar textures. I've started cutting corners alot in this project to meet the deadline, but stop me if you see anything glaringly obvious. here's the diffuse: The spec is just the same but thrown…
you can do it, but it's a bit of a process: 1. bring your low poly + baked normal map from high to low into painter 2. paint all of your extra details using height 3. export with preset "doument channels + normals" 4. import the normal map (and ID map if you followed the tip*) exported from previous step 5. plug in normal…
"They are not MAPS but render passes?" Yes. These can be used as later added layers of your rendered image, so this works mostly when you make still images, or any pre-rendered stuff (including movies). They are added together with different blend modes later to get the desired result. I took a look again at your link, and…
Thanks Sweetangel, I'm glad there's a noticeable improvement :D It's not annoying at all. I use 3D-Coat for everything unless it's a tiling texture. I just do those in Photoshop. My workflow is similar to the one on Kelvin Tan's Gumroad tutorial for his sci fi rifle. -I start by baking an AO map and putting it on multiply…
lol nvm i thought u using UDK for base and applying texture there :D . Why I ask that, the reason was simple in Max or Maya u just apply diffuse and later can play with spec and gloss settings just to get the feel right, than can work on those maps in photoshop. It will give u an idea how much light and dark values u have…