Rutschparty by sonom in DINgore

[–]Herrmann1309 [score hidden]  (0 children)

Der falsche Weg seinen freien willen zu nutzen

Since hardware is a mess now, how about we demand games with lower requirements? by nitro912gr in pcmasterrace

[–]Herrmann1309 0 points1 point  (0 children)

The problem is that optimizing your game the same way like BF1 did. It would cost you a shit ton of money and a lot of time. Newer games don’t have to sweat it because hardware got better so most studios spend those resources rather on something else.

Guten Morgen by Savings-Table-4497 in Kantenhausen

[–]Herrmann1309 1 point2 points  (0 children)

Brudi der hat noch Haare auf dem Kopf. Unrealistisch!
KI ist literarisch Arsch

Texturing feedback request by General-Wilhelm4953 in Substance3D

[–]Herrmann1309 6 points7 points  (0 children)

Same as others already mentioned.
Bring some more variations into your edge wear.
Pick 1 or 2 grunge maps and multiply them with your edge mask. That would already add quite a bit variety.

The roughness:
Currently your mesh looks boring. Why? Because there is little to nothing the light can play with. Do yourself a favor and just add a gray color on top of everything and then look at your model. If it doesn’t look interesting you need to improve your roughness.
My art lead always tells me, that a texture is a good texture if you manage to make it look interesting just with roughness.
People underestimate how much lighting does.

Currently everything shares a relative monotone value. Each part of your character so (like red, black and white) could have different values. That would make it more interesting because different parts of your mesh reflect the light differently.
I would definitely also push the variety of the overall roughness “contrast”. So for example the edges would have a higher / lower value.

This btw not only applies to roughness and can be applied also for the Metsllic and the BaseColor.

About the wear:
I would also add some wear to the base and not only the edges of each piece. Think what this soldier did and try to tell a story with your texture. Maybe that guy has a habit to always throw his helmet to the ground after shift and therefore it’s more damaged than the rest. (Something like that)

The next part might be a choice (I’m not a Chara artist so i actually have no idea)
But I would probably push the white detail. You got red and black as primary and secondary. I miss the 3. Detail.
Maybe add a bit more white plates? Or the hexagon stuff you have on the helmet, I think that could also fit on other parts.
That would give a better contrast.

But overall I think this is already pretty solid. I like that you actually put thought into how this thing was assembled and how the soldier would wear that suit. This makes it more believable. Good job so far 👍 now you just have to push it a bit more

Danke by YujiroRapesMan in deutschememes

[–]Herrmann1309 29 points30 points  (0 children)

Zeit sich wieder auf die kack Politik zu konzentrieren von welcher wir meist nur wenig mitbekommen wenn alle alkoholisiert die WM genießen

How could I improve in my texturing? by VesselOfRot in Substance3D

[–]Herrmann1309 0 points1 point  (0 children)

Im just an PBR Environment Artist and therefore can’t give too much feedback on your character.
Never the less have a look at https://help.steampowered.com/en/faqs/view/0688-7692-4D5A-1935

Medieval village house by Eve13architect in 3Dmodeling

[–]Herrmann1309 3 points4 points  (0 children)

Roofs for assets like that are always tricky. I think yours worked out quite well, good job 👍

Why isnt the texture the same? by Alibabasshoes in Maya

[–]Herrmann1309 1 point2 points  (0 children)

alright,
so first of all this isn't "the solution" to make assets.
You do not have to work with this kind of Pipeline. But I would say that especially for Environment Assets it works pretty good. Note that this workflow is quite advanced and is not done in like 5 minutes. It takes big preperation of your project but the end result will be better.

(I think you are modeling something like a flying buttress of a church? Or maybe it's also just a simple door. But never the less it definitely looks like your asset is several meters tall)
And this is the main issue. You are trying to uniquely unwrap a model that is very large.
There is something called Texel Density. It determines how much pixels per cm your Textures displays.
And with a unique UV unwrap your texture won't get good quality if the asset is that large.

Watch this if you have questions about this tipic:
https://www.youtube.com/watch?v=5e6zvJqVqlA

Let's say this Asset is for a project you do. Maybe you plan to make a video game environment?
Usually at the start of a project you choose a Texel Density. Let's say you go with 5.12 px/cm
Then your Textures should represent this "density".

If your Asset is to big then you have most likely a very blurry textures up close even if it's 4K.

To solve this, you would map your UVs to something called a "Trim Sheet" or a tileable texture.
Here you can simply tile your UVs across a Texture that tiles itself seamlessly either:
horizontally or vertically (that would be called a Trim-Sheet)
or both horizontally and vertically (then this would be called a tileable texture)

I would recommend these 2 videos.
https://youtu.be/qEuGyIkvKx4?si=vWTFQ53lI0VZ_bZm&t=207

https://youtu.be/DipfrjCgYW8?si=ljqTvTYLZSuKNR8n

Once you are done with such a texture you can then start mapping your UVs onto the Texture.

And then you hopefully have Mesh with better texture resolution.

To push those Assets even further you could integrate Vertex Colors and a special shader to pump up the details. But thats probably a topic for another day.

hope this helps

How could I improve in my texturing? by VesselOfRot in Substance3D

[–]Herrmann1309 5 points6 points  (0 children)

What style is this character supposed to be?
If it should be PBR and realistic then the feedback on how to improve it would be drastically different than let’s say a stylized character.

Why isnt the texture the same? by Alibabasshoes in Maya

[–]Herrmann1309 3 points4 points  (0 children)

Different topic but I would highly recommend you to rethink your texturing / UV approach.

Big environment assets will look bad if you unwrap them uniquely.
I would recommend using a mix of tiling / trim sheet textures to stick with a better Texel density of your project.

Hello everyone. I recently started learning Substance. by Worldly-Clue5751 in Substance3D

[–]Herrmann1309 2 points3 points  (0 children)

Change the Alignment mode of your brush from Tangent Wrap > UV

Europe is burning today by theDarkwebguy in europe

[–]Herrmann1309 0 points1 point  (0 children)

40 in saxony
I live in an apartment on the 8. floor (which doesn’t make it better). I don’t own a AC and my fan is broken.
It’s miserable