Thursday 29 October 2015

Sunday 25 October 2015

detail holds up i think

Continued to develop the masking techniques, finished up the materials for the back and insides.

Think im a little more happy with how the sand is looking now, bit hard to really imagine it when the whole thing is so bare. So next i'll get some of the rest of it unwrapped, so I can start applying the materials all over it with more geometry and see how it looks


Friday 23 October 2015

doin' it ma!

Check out that detail in those materials. mmmm finally, its working. Now i just need to make the masks actually look good... because it looks kinda shit. lol.



Thursday 8 October 2015

Good news everyone!

Finally got the detail I want, as you can see here, this is a standard 2048 res map, except its obviously no where near enough detail to cover an object of this size. (ignore the fact is black, I buggered up some nodes meaning i cant plug in any colours... i'll sort that out later

Here you can see the detail is the same type just mulitpled up hurrah and my whole mesh only comes to 2 textures! swanky. now to sort the broken nodes out, in 2.5 weeks.... laters! malaysia here i come!

Tuesday 6 October 2015

Started texturing.. again!

So, I've been pondering how to increase resolution over the past couple of weeks, i've been experimenting with substance designer, painter and so forth.

I've dabbled in detail maps and blending materials. But to no avail. My main issue is that I hit the texture limits that can be used in an unreal material.

Now when I compare the relative complexity and quality of my work to someone who uses unreal well, my stuff looks dogshit. Having downloaded the inflitrator scene, ive realised where I've been going wrong.

I've been using texture sheets effectively to define materials, whilst in reality, materials can be defined in numbers which then can be used in functions, that when combined with proper detail maps, can push out far higher better resolution works! Which is critical for my current project.

Trust me, time and time again, ive been tempted to just whap the resolution at 4096 and paint away manually, but that defeats what im trying to learn in this project.

So, much learnt tonight. Sadly, most of my body texturing is to be redone... However for smaller props. i'll just use substance to bash out work quickly.

I'm also off to Malaysia for a few weeks. laters.

Thursday 1 October 2015

roof slider

Quick work on the roof emblam, also sorted out some extra detail maps for the metal floor but those dont blend properly as I dont have any dirt maps to run down there yet.