A week has passed after the launch and we are happy to tell you that we have added over 55+ new reference kits!
Including some long awaited debris and rooftop reference!
You can find all of them here or in there…
In this thread you will be able to request specific type of reference kits for textureref.com.
of course we are not always able to get the requested kits but with your feedback we can go to specific places or keep our eye out to…
Thanks for the bookmark! Great quality photos. Are you considering an open request thread here on Polycount or on your website at all?
humm did not think about that, might be interesting. ill have a look into it!
are you planning on modeling anything on the exterior? If not, i"d recommend using an HDR image as the background, so it works with your exposure. Also, is the current BG image being used for the skylight?
Here is a new update,
Done alot of stuff including improved materials, added models like power sockets, curtains, books, radiator etc. improved some textures and lighting and more. any feedback is welcome!
Hey Everyone. i fixed a big bug that was breaking all my reflections. ontop of that i worked more on the lighting, materials and textures. i also started to add some ivy and created a now cabinet by the window. also created some new decals and much …
I am sorry if it came across as spammy, i did not mean it this way. it was just an idea i had one day.
the reason i decided to post it on here was because it technically still had to do with art and i thought some artists might find…
I did another lighting pass, added volumetric lights. a temp background. improved a bunch of materials and more.
Next stop is i will keep improving materials, starting with the floor. and make a closet and side table model which will be the final "b…
improved some lightmap errors, changed kitchen clor, redone kitchen table texture, improved rubble and added leaves, improved cealing texture.
next few things will be making a few decals to indicate where the wall once where.
Here is Update number 2. i applied most of the feedback. i also changed some models like the handles on the pillar and the orange bars on the floor.
I also balanced some textures and added some more decals on the floor/vents. i am als…
It looks really realistic, only i think the background is kinda ruining that. maybe try a light ambient color or have the controller sitting on a white plane with some nice ao like in keyshot. also maybe make the buttons come out more. (the circle, …
Hey everyone! i have just released a new Gumroad tutorial.
This time i will show you on how to make a HQ 3D game asset using 3dsmax,xnormal and substance painter.
If anyone is interested then you can get it here.
I have created a substance designer tutorial on how to create a brick wall generator. if you want more info or if you want a copy then you can get it here https://gum.co/twp7c
I hope you like it and i hope you learn something fr…
Just a quick thing - looks like there's a weird transparency error happening with some of the flags? There's sort of a ghost outline when you zoom in:
i never noticed that, ill fix it. thanks!
I worked a bit more on the scene. improved some textures. added more particles and decals. and i started working more on the lighting. added some more lightsources and improved the color grading + overal settings improvements. i'm now star…
thanks for your tips. yea lighting has been a bit difficult so far since its my first time in unreal and its overcast which i have not done alot. but i will look at the gradient effect. and yes i am using a skylight.
also the buildings ha…
Hey Jaston3D. thanks for the tip! yea in the reference there is not alot of light or shadow so i think what i'm going to do is to find some better lighting ref, i already tryed to replicated the concept lighting but it feels like it does not really …
Hey guys. i just wanted to let all of you know that the vfx and rendering departments are in need of new guys soon. so there jobs are very hot!
make sure to pm me with your detailes if you are intrested
Obscura wrote: »
Then the lightmap will be broken and have seams and errors along the cuts. So you should stitch them as much as possible. This example made for UE3 a long time ago, but it can be applied very well with ue4 too, because its a gener…