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Re: Photogrammetry (3D Scanning) Diffuse Texture isn't "seamless" after Photoshop adjustments (Shadows/H


thanks, but i believe this is a bit out of my "pay grade" ("knowledge level" to be precise :-) ). Any link (to a tutorial or so) that explains what you are talking about in more detail...? Thank you :-)!
For the RGB to LAB conversion,look up LAB + Program you use.
I use each channel data and copy that into Layers.


Copy the contents of the LAB channels into Layers and lay them ontop of each other.


Disclaimer; this is more of an averaging of the Shadow and Light information within the A and B channels.
With additional HSL and Vibrance Adjustments it can be changed further.

EDIT; if you want to shoot images yourself, you could look into Cross Polarization.
https://youtu.be/yhjKO1a99OQ?t=21

Edit2:
https://www.pix-pro.com/blog/post/cross-polarization






myclaymyclay
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Re: Space Western

@Joopson Hey my dude, thanks for the suggestions :) I agree, the image needed a lot more contrast and everything was pink lol. I'm fixing as we speak.

Re: Internet Rot and brain drain: The loss of technical knowledge as sites and forums decay

I've been away for a bit due to my old man having alot of health issues, but looking through my files I have a texture pack that was specifically meant for Quake 3 Arena mapping. I've been messing around alot with doing low-res models and environments, so I think these will be of interest for anyone else, if not simply preservation's sake.



Re: Space Western

Poking around with white balance, etc. Maybe an improvement maybe not! But I agree with sacboi about the overall mauve color feeling not too great. Like the xbox360 days when everything was color graded like crazy. I'd say dial that in, maybe, but perhaps keep it in the shadows, etc? I like it in bits, but it feels like a wash over the whole image at the moment. Maybe darken the darks in the sky too? Up to your discretion of course.




Also, the lighting as a whole is maybe a bit too front-facing at the moment, I think it flattens a lot of what you have going on...

I also feel like you might be served by moving the water tower a bit towards the background, to give the saloon space to breath. Right now the composition feels a bit like my eye doesn't know where to go. But the saloon should undoubtedly be the star. I mean, between the water tower, the rocket, and the asteroid peaking out, it's a lot vying for attention.

All that said, I like it a lot so far and am really enjoying seeing the progress and thought processes.
JoopsonJoopson
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Re: How to plan cliff packs for game environments? Any good references or breakdowns for other games?

And to add to this thread myself, I really enjoyed this thorough breakdown by Jared Sobotta on some of the rocks/cliffs from The Last of Us:
https://www.artstation.com/artwork/4965R1
SaralieSaralie
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Anything to keep in mind for my first day?

Hello internet friends  :)

I've recently been picked up by a really interesting studio with a hybrid work schedule and I'll be starting in May. I have the employee handbook and had all my technical questions answered pre / post-employment. It's a junior position. I'll be relocating for the position ~3 hours away from where I currently live. I've never worked an office job before either.

I'm wondering what are some things to keep in mind that don't have anything to do with the studio in specific, more just starting a career as a 3D artist in general. Something you wish you knew when you started out, perhaps?

Thanks for the help, all.

Re: Baking Issues "the return"

Oh god!! @Fabi_G This guy deserves a palace in heaven! jaja Thanks so much @Fabi_G , it exactly fixed my problem.  On the other hand I would really appreciate if you could let me know where you would correct topology to be less messy as you mentioned. At the same time It would be great have some advice from you in orther to face packaging of UVs to improve it! 

Thanks so much!!!
ArtmonsoArtmonso
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Re: What Are You Working On? (3D) 2024

Since earlier this year, revised an old subd model to a mid poly custom normals mesh.

Screencaped from Blender 3.5.1 material shading viewport, using the EEVEE - Cycles Material and Texture System addon as a sort of previz/concept for further research putting together an all-in-one personalized asset creation pipeline.


sacboisacboi
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Re: Critiques on my model hand

hands are really tough. this is one of my hands, which is far from great, but has a lot more structure/detail
my advice is just keep on practicing as they are quite tough, make you go insane :)
I use the dam standard quite a lot to kind of sketch out the details

RuzRuz
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Re: LOW-POLY ART

Made in Blender and Aseprite, limiting myself to 256 tris and a 128 texture map:

JunkieKongJunkieKong
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