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TWahl

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  1. Art dump featuring work in progress images for my scifi 3d and texture work.
  2. Some more pipe meshes I finished today. I tried modeling a high poly "cap" mesh for my other set but the topology came out all messed up, so I decided to scrap it. Going to focus on using trims/texture modeling for now since I will need to brush up on my subdivision/turbosmooth modeling workflow. I'm going to try and make some of those fence barriers next. I always like how those look in scifi environments.
  3. TWahl

    pipe_1_render_wip

    The bend modifier can be tricky at times. I actually had a little bit of trouble with it for a few minutes on these pipes. It helps to make sure that the XForm is reset and also to pay attention to where the object's pivot point is placed. I had to experiment a little bit to make sure things were working properly.
  4. I went ahead and made a texture in substance painter. Happy with the result, will definitely be making more... Normal map is a little messed up because I am tired and forgot to check the right box on export, but it still looks cool regardless. Pipes are on a 100x100cm grid.
  5. I had a few textures made specifically for pipes so I decided to start brushing up on edge modeling by making a midpoly from them: I'll bend this into a cylinder and make a texture in substance, then make further pieces for bends, etc. I decided to start with this since it was simple and did not require too much work.
  6. Depends on the export preset you are using and whether or not you created your own. Theres quite a lot of variance in flexibility especially when you take into account the game engine you are exporting to. I went and found the below links on the Polycount Forums/wiki. They mainly pertain to UE4 but are probably helpful. The first one has some info on Substance Painter/Marmoset channel options as well, which might pertain to your question. https://polycount.com/discussion/181922/understanding-texture-channels-between-substance-painter-and-marmoset https://polycount.com/discussion
  7. You can do it in any program really and it isn't too hard (I believe). Certain texturing softwares like Substance Painter also allow you to export your texture maps pre-packed too. You can use it any map you want to reference really, but I think there is a preference for certain color channels due to their compression. I think the green channel offers the best compression so it is often used for roughness maps in PBR, since it would provide the most clarity.
  8. I've been making a lot of progress on the trim textures so far, so I might take a slight detour and try to make some modular assets in the near future. This is something that wil need to be done in time for putting the promotional materials together. I haven't done any poly modeling in 3ds Max in quite a long time, so I am a little rusty. But I am confident that it should come back to me very quickly. Looking to create "mid poly" assets that are more aligned with polygon budgets in current generation AAA titles like Resident Evil 2 (very good game). One good thing is that I should be able
  9. You can pack the maps into different channels of an image to save texture memory. I believe that this is common in asset workflows for games engines like Unity, Unreal etc. Saves VRAM and makes your graphics card work less hard for better FPS. One 32 bit RGBA texture will take less memory to store than 2 to 4 bespoke 8/16 bit grayscale texture maps. I would not know how to set up a shader to accomodate that though. Shader coding is not my strong suit. *Edited
  10. I am having a really tough time trying to get my image files to upload to the gallery, perhaps the file sizes are too big? Not sure what the problem is... I can only get it to work 1/10 times and the rest just upload as empty files. I will post this here for now - some more substance work I just wrapped up. Wall 27:
  11. Played around with some more lighting just for fun. I took a lot of inspiration from games like dead space which utilize a lot of very bleak light schemes. Really wish I had some more objects to put the materials to besides just flat cubes though, will have to tackle that eventually but right now that isn't very high on my priority list. Need to make some sort of modular meshes with good poly detail, in addition to smaller objects like light tubes, crates, and whatever. Luckily the amount of modular "hero" assets I would eventually have to create would be minimal as I can make use of trim shee
  12. In addition to the usual metallic looking textures, a few of these have different elements to break up the collection, namely concrete. In the final pack there will be "metallic" variants of these textures as well. I have the materials set up so that I can import different scanned substances, like cinder blocks or bunker walls. Makes for a cool military look and can be used to ground your setting more into reality, if you wish. Just choose your preferred look. I will be mixing all the variants upon export, so none of these can really be shown yet (paint colors, macroscopic details et
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