I'm a 3D
character artist with 10 years in game development. I've worked at multiple
studios and recently switched to freelance works. My specialty is
photorealistic human and monster characters for game that require immersive aesthetic with
details that’s hyperaccurate to real life. I also have
experience in game…
What I’ve been working on; Finishing all the props in the seen Blocking out the blood decals Adding more dirt to the scene What’s left to do; Take the blood decals to a final state Final lighting pass, tweaks and adding IES profiles to the
lights Final Post production Pass
here is another update last one for today... tomorrow I tackle Decals and polypainting sand on the street level. The decals should add more grunge and garbage to the scene, Also some cool graffiti and neon signs. Then on Wednesday I finalize lighting and PP. So keep the critiques coming!
Nice approach and progress. I like the patterns. The only thing that catches my eye at the moment are just those dripping decals by the hallway walls (or walls). They might look too stretched out? or dripping too far down? but that could just be me. Maybe shorten them or switch it with a different decal?
Hi Guys. I have a question: How to make dirt and decals on tile textures? For example, if I have a house with brick wall tile texture, how to add decals on that? I use Marmoseth 2 for renders, so I would like to hear answer how to use it in Marmoseth2? Thanks
Screws and other small details are usually modeled in a high-resolution model, which is then baked down into textures for a lower-resolution model. http://wiki.polycount.com/wiki/Texture_Baking Another method being used a lot these days is a "decal" approach. See the Star Citizen info here…
Oh man this sounds so cool, if there is no time limit I am totally getting in on this. I am no where near to the level of the animators from LoL but I bet it will be an awesome learning experience. Going to be lazy and copy/paste your post layout. Will update if and when I can get around to doing these in my evenings!…
So I were thinking about making some text and stuff on the walls to break up monotony using deferred decals but I ran into this problem. Basically, it seem that the decal opacity is dependent on the underlying metallness value. I searched a bit but couldn't find any fix, is there anyone else that has run into this?
You could use decals, but it would be a lot of work to manually place them on all mesh intersections. And I don't know if normal blending is possible with decals. You would be able to achieve the effect of the rock in the middle (of the image below), but not the rock on the right. These are all assumptions though, I could…
hehe I love their 2D buildings! :D Silly germans stick their k98's out of a single pixel of alpha (which is like 1ft wide..) and shoot ya from 500m... grr ;) I agree with Vig - brick decal looks upside down. Also, the corner brick decal is badly misaligned.