That looks like it is begging for a horizontally tiling/trim texture. As for adding damage/uniqueness, you could use vertex paint to blend in a damaged trim texture, or you could have damage decals like in this link http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures In any case I would go with…
Thanks for sticking along, but feel free to take your time as well. It has improved between the chair and the table. You simply could have used a different texture resolution for the chair, but having two different chairs on one sheet is actually a good idea. It's hard to tell in case of the table itself because of the…
Hi everyone 👋 My name is Artem, I’m a 3D Character Artist with 5+ years of experience in mobile game development. My main focus is stylized, hand-painted characters – that’s the work I enjoy the most and where I feel strongest. I care a lot about readable silhouettes, clean shapes, appealing colors, and personality in…
@lolpoly Yeah, differing sizes are definitely something I'd noticed while designing the helmet. Admittedly, I did want to fall pretty close to the concept, but I also wanted it to lend more towards realism than stylization and was thus using a head and neck under the head armor as a guide. Realistically, they'd probably…
Thanks Michaelf, that seems to have worked fine. Thanks, Gnoop. I tried that but it caused some issues with texture blurring in the later steps. My workflow ended up looking like this: Photoscan to ZBrush Workflow 1. Export model to .obj (.FBX export with textures works until the end when the textures appear to blur, so I…
it was always characters but yes, eventually if you really enjoy stuff you "fan" out to the other aspect of the creation pipeline which is a good change of pace and could help with the "main" choice. For drawing anyway i took and environmental idea and made those into characters so meshing the two works for me here is an…
Great work. I like how your ground grass texture holds up. About your stairs, I've found that the Zbrush Trim sets can go a long way. (ex: dynamic Trim) If you are working in Zbrush Layers then backtracking should be easy enough. Trim Front is also really good for creating nice contrast between smooth and damaged stone.
Hi everyone! I'm making some modular props and materials in orther for me to practice trim sheets. I'm making a little scene of Casco Antiguo (Panama City's colonial sector). So far I have the models mostly done, and I'm working on the materials for the different trims. Some screenshots of the materials for the street and…
I've been working with Designer for 3-4 years and in that time I've made it my mission to try to be 100% procedural. I find that if I abstract and isolate forms, there isn't much I can't achieve (although I'm also still learning with every new type of texture I do). I only go back to ZBrush for really complex patterns or…
It's been awhile since my last post. For my trees, I'm using painted planes with alpha masks to simulate the branches. Here is the result in max. I also tried my hand at painting a tileable stone texture with trim. Watching Glode's videos on the subject helped a great deal; Here's the link. I've also sculpted a stone…