Tried to work in the feedback, started with the double barrel edge wear and then tried to change the yellow markings to red/white. Unfortunately it didn't look good (the yellow just added another color, even if it's only a few pixels and to make the red/white signs work, I would have to add additional geometry and I don't…
I am waiting for decades already when something truly convenient for textures would surfaced . Sadly promising staff usually never goes up to a point where it's really there. I recall Creative house Expression and Xara where job usually took you just minutes , always non-destructive, never puzzled you . Too bad both are…
Added some scrolls, star charts, some decals on the draws and did a general reshuffle of the books for a better composition. I'm trying to tell a story about the person that owns this cabinet so I'm not sure I'm quite happy with it yet as some parts are quite bare. I'm thinking of adding a couple more props today,…
Here are some images of asset progress in Marmoset Toolbag 2. Monitor - 641 tris - 1k maps Desk - 16k - temp decal sheet with baroque details Chair - 6.7k tris - 2k maps Monitor stand - from 3-6k tris depending on double or single - 512 maps I will texture up the chair (and fix whatever is happening on the wheels) and desk…
Does anybody know a way to get rid of this? I recall same thing had been happening with Photoshop smart objects a decade ago . Then they fixed it. In SD it always been that way when you scale down not /2 but rather some arbitrary number . I mean since the very first version so I avoided to scale imported bitmaps as much as…
I think dealing with North Korea is not as simple as simply removing their leadership. Collapse of the regime could lead to problems with maintaining the infrastructure and supplying the basic necessities. It could lead to a refugee crisis with millions of impoverished people leaving for China and South Korea. In order to…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…
erik- looking good but i dont think your done, i think your nearly there. personaaly i think theres a few thinks to tighten it up. 1-way too clean- you have wear and tear in the scene but its a bit too consistant, to solidify the scene you need another texture or decal pass, add a blend decal to the bottom of the wall…
@Chrisradsby Thank you! Every bit of encouragement helps! I have a list of eveything that needs to be done to finish up this scene. As I found out lists help!Just wish I had realized this earlier. :D I need to Unwrap/Texture Wall props Model/Unwrap/Texture celling pipes Broken glass on the floor Texture side room props…
This is what I fed in to dDo: The diffuse was just my base colors + decal art from the original textures, the color map (or more appropriately, the material mask) just has each material type as a different color so when I bake it I can chose "match my materials by color." Then just normal and AO maps. You can also uncheck…