Hi there ! I made few rocks in maya and I decided to made one UV map for all of them High & Low Poly : UV Map : And, when I tried to bake it all in Substance Painter, I had weird artefact on my meshs : I thought is was about the UVS, but I tried to export just one of the rocks from maya to bake it solo (without changing…
um...or youre reading into the name too much. looks to me that he was more inspired by medieval executioners than KKK. any really...who cares where you got influences for you characters? youre not a nazi if you model a nazi, and if you ask me, compromising design for the sake of political correctness is a crime. that site…
Hey all.. some updates to the druid texture.. i think this contrasts out a bit better.. and i like the scheme.. i'm starting the scene base.. thought i should show some progress.. the base will be much much lower, but I started this to get a feel for how I want the island rocks to look. Looking rocky enough for you guys?
Thanks for the help and feedback! Small update: * Added the boat. * Repainted the rocks so that they form more of a rocky beach, hopefully making more sense. * Tweaked lightning and post process among other things. Next things to make is improve the sky , and then some small tweaks. And hopefully I will have time/energy…
No, not quite. Material 1 and 2 are not being blended together by the heightmap. The 2 different materials are assigned just per face and this is a simplified example of how some of the Madagascar assets were done. Material 1 consists of 2 main textures. Texture set A - Grass (controlled by blue vert paint to bring this…
Hi guys, so I've been following this tutorial from the wiki on tillable textures: http://www.polycount.com/forum/showpost.php?p=1528364&postcount=1 in which I make a Tiled Texture then draw splines to match the shapes. I've done this: which is here - Uploaded with ImageShack.us However I've realised that theres 284…
Ya i get the feeling that the striations are maybe zbrushed and normal mapped, then they slap the brown wash overtop of that? hmm i just doubt it. I wouldnt put it past them to have such brilliant texture painters on hand to create the diffuse so well like this on a C-list game of theirs... Its hard to tell sometimes in a…
Thanks guys! I'm glad someone got a kick out of these. :D I still think the original character textures from Quake 3 are some of the best to study for hand-painted work. Kenneth Scott just rocks my socks off! I hope to reach that level someday. To that end, I shall be abusing a few more Quake 3 characters. Soon! :poly130:
coming along nicely so far! also good job on those rocks, very detailed. I like how you're retackling the scene with what you've learned, the blocky rocks are a step in the right direction. Maybe to make structures that large look believable, with that kind of shape, you could maybe draw inspiration with this kind of…
The rock shapes are generally ok, and I think you did a good job sculpting them but something feels unrock-like about them , either the material (though I assume you did the Normal + Occlussion pass) or maybe its that they have some strong specularity.(am I imagining this?) Regardless since your main selling point seems to…