We get a lot "i use zbrush only" applications. They dont know how to create uvs or topo.
Exciting concepts! I started with the flooded library too and will try to keep the project short and simple. My main goal is to get more familiar with UE5, especially lighting/reflections. Any idea how to create the water in a way that the windows will shine through? 🤔
@Its0urFate Nice progress! I agree, the animated presentation is very cool 👍️ Are you going to use baked or fully dynamic lighting? Keep it up!
Fabi_G
Getting my blockout started! Excited to be participating in my first art challenge here. Good luck everyone!
Its0urFate
Finished this WoW inspired piece of work recently! :)
andrewmelfi
A collection of the latest and greatest pieces from Sketchfab users
no need to quit, do whatever it is that you need to do, and when you pick up the brush, you again will always be an artist.
killnpc
Hello everyone!
I am very happy to show you my recent work. It was long and painful journey but I am super glad and happy to finish it! What most amazing is that I can finally show it!
This my personal project for practice and studying purpose. The main focus was to figure out how to do proper and good engraving. After 10 different method I did what you can see on screenshots. Also my practice goal was make all gun parts as possible.
The modeling part was done in Maya and Blender, texturing and whole engraving in Substance Painter.
I'll be glad for feedback and what do you think about it =)
More images here -- ArtStation - Krieghoff Luger, Anton Kaydalov
More images on art station page.
kaydalord
The difference in green channel value you are seing is probably coming from a confusion of terms.
"Bent" normals refers to a technique that fakes some extra shading by bending the normals in a way that is not just related to the surface of the high, but also to cavity information. That way when light shines down an object you get not only the shading based on the orientation of faces, but also some extra kick in the cracks.
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/BentNormalMaps/
Pretty neat stuff, especially since in UE4 an AO pass plugged into a material is ignored in many cases, as it requires a very specific setting in the level lighting settings to show up.
Now just like any normalmap bake, this special "bent" bake can be saved either as Tangent Space or as Object Space.
And then, there is the completely unrelated fact that an OS normalmap very cleanly isolates the up/down surface orientation of an object in its green channel.
So, the pass shown in the top right of the first image of that tutorial breakdown is not just a "bent normals" pass ; it's a bent normals pass saved as Object Space. But unfortunately for the sake of dumbed-down simplicity (and probably after some requests coming from artists who didn't understand what bent normals actually meant in the first place), some baking apps started calling this combined pass saved as OS a "Bent Normals pass", even though the part that most people are interested in is the top-down shading aspect of the OS bake, not the bent aspect.
And IIRC very ironically as @Neox pointed out, some baking apps even started to label "Bent Normals" an OS bake without even any bending whatsoever :D IMHO a perfect example of how "simplifying things for the user" just ends up causing confusions and errors. I am actually 99% sure that this is exactly what is going on in the tutorial breakdown.
Therefore, the pass from the tutorial (green channel of an OS-saved normals pass, probably without bending) will logically look very different from the green channel of an actual TS-saved bent normals pass, for two unrelated reasons.
(... and of course the difference you are getting could also come from somewhere else too :D )
pior
To show that I am working on the advice given I have a couple pics:
Old textures and uvs for the boats on the Pirate ship:
New textures and uvs for the away boats on the Pirate ship:
Trying to make all the textures much less "noisy" as Ashervisalis said to and fix all the uvs which I had no real knowledge of before.
The outside hull is actually made of separate planks. I look back on a lot of my design decisions and regret them and would do a ton of things differently. I'm tempted to actually redo the entire boat.
The most annoying thing is Mayas frequent crashes, even on small scenes. But this scene has a lot of poly's so it takes quite a while to load after a crash and even to save. I try to move assets from the main scene to a separate file and work on it there which has mitigated a fair bit of the problems. Also, this endeavor is very useful for gaining substance painter knowledge.
nexussim