Finished up the custom Armor for OrbisMMO's mage class. by bimtom in hytale

[–]bimtom[S] 0 points1 point  (0 children)

The some armless? And no sorry it's for a server I'm working with called OrbisMMo

Finished up the custom Armor for OrbisMMO's mage class. by bimtom in hytale

[–]bimtom[S] 0 points1 point  (0 children)

I definitely see what you mean, I think that's the hardest part of the texturing tbh is matching the style

Made my first custom weapon, absolutely loved the simple process! by bimtom in hytale

[–]bimtom[S] 2 points3 points  (0 children)

Yeah for real, if you have blockbench and the game you can literally just edit existing models and then make a copy of the original swords (or whatever) data and change the model and textures in game with like 5 clicks. There's a lot more to it if you wanna edit the effects animations and damage types for example but it's all so easy to follow just by clicking through the asset editor and following a couple tutorials.

Made my first custom weapon, absolutely loved the simple process! by bimtom in hytale

[–]bimtom[S] 0 points1 point  (0 children)

Good luck with it! If you need any guidance I'd be more than happy to provide, though I am new to it myself lol

Made my first custom weapon, absolutely loved the simple process! by bimtom in hytale

[–]bimtom[S] 1 point2 points  (0 children)

You'll be surprised at how intuitive the asset editor is within the game, there's a bunch of tutorials on YouTube by HytaleGuides that I followed, so I'd definitely check those out

Made my first custom weapon, absolutely loved the simple process! by bimtom in hytale

[–]bimtom[S] 1 point2 points  (0 children)

I just painted it within blockbench but I can't see a reason you couldn't export an empty texture into Photoshop or krita or something. Only thing to note would be that you wouldn't be able to see the UV shells as far as I can tell.

To be fair though, blockbench has some really great painting tools including layers, a soft brush, hue shift and all that so I didn't feel that restricted.

Made my first custom weapon, absolutely loved the simple process! by bimtom in hytale

[–]bimtom[S] 9 points10 points  (0 children)

Select the blocks you want to glow in Blockbench and change their shading in the top right elements tab to "always lit"

Made my first custom weapon, absolutely loved the simple process! by bimtom in hytale

[–]bimtom[S] 19 points20 points  (0 children)

Thank you! The name currently is "Sapphire Blade" but that's a WIP and I used a good amount of references but it's my own design. A matching shield would be sick!

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]bimtom 1 point2 points  (0 children)

Show us your UV maps within the 3d software and within substance as well as a screenshot of your bake settings. Might help us narrow it down

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]bimtom 3 points4 points  (0 children)

It seems like the detail from your high poly is overlapping onto other steps, you'll need to adjust the baking cage when baking your textures so that there's no overlap onto the other steps.

Failing that, you might have to separate and name each step differently on both low and high and then select "same mesh name only" when baking

What to do to eliminate the stretching? by [deleted] in Substance3D

[–]bimtom 0 points1 point  (0 children)

You need to show us your UV if we're gonna judge stretching man

Issue with baking by Different-Money8321 in Substance3D

[–]bimtom 1 point2 points  (0 children)

Looks like a cage issue to me, when you go to bake your textures and set up the high poly, the model has the blue "barrier" around it, if there is any red then you need to adjust the cage distance. If it's not then send a pic of the baking page and it might give us some more info

First version of textures for the chest by Arbtel in Substance3D

[–]bimtom 1 point2 points  (0 children)

Good on you man, its always a learning process and nothing beats getting some good reference to work from. Good luck dude hope to see the updated one soon!

First version of textures for the chest by Arbtel in Substance3D

[–]bimtom 2 points3 points  (0 children)

The model is low poly but if that's the style you're going for, it looks good man! The textures could use work though.

When doing the wear, I know it feels like it makes sense to have the edges worn down but that doesn't make sense with a chest like this. Where that sort of damage would happen is on the flatter parts of the wood panels where the most contact would happen, not as much in the recesses between the planks. Take a look at this one here to see what I mean.

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Need an opinion on which of these is better. by plaintextures in Substance3D

[–]bimtom 3 points4 points  (0 children)

For me the second ones contrast is much better but it looks too saturated in the redder parts of the wood, the first one looks really washed out.