For sure my friend. Recently finished the model and it is up on my portfolio. Check it out for more stuff like the model viewer, rig, and different shots.
https://www.artstation.com/artwork/Ea2EEq
np1094
Hi! I wanted to share my progress on working with realtime hair so far. Hair has always been something I was never confident in, so I wanted to dive into the study of creating hairstyles. I wanted to try hair like dreadlocks and complex hairstyles with lots of clumsy curls. It's been quite a journey to learn about it and figure out how to work efficiently with haircards. Here's what I have at this stage. https://www.artstation.com/artwork/aGyXL2
Hey, nice catch! I was having that problem with the front door and spent awhile fiddling with it, but I somehow completely missed the side door. I fixed the problem by fiddling with the lighting settings for Eevee. Getting some light to shine through the window was definitely on my agenda, and I'm hoping that the volumetric light between the train and the swing in my most recent render is enough to accentuate it, although now I'm thinking maybe I should have accentuated it a bit more. Thank you again for the advice as I would not have noticed that lighting issue otherwise!
Hey Simon! I was really struggling to get the chalk drawings to look right. Partially it was because I was using the same map for albedo, alpha, and emission, and so I would end up with either the chalk being non-visible, or the dinosaur and so on. Eventually I think I got a better result by 1. making a separate emissive map, 2. plugging the alpha into a bump map node, and then that into the normal, so that it would have a very slightly raised surface as chalk would, and 3. running the emission strength through a Fresnel node so that the emission strength would be relative to the surface angle.
By the way, I really like how yours came out! It's very interesting to see how our two interpretations of the same concept art are similar, and the ways in which they are not.
So anyways, I feel like I'm done, or at least that I've reached a good stopping point for the foreseeable future:
(Click to see full quality (the image is comically large))
I fixed up the lighting a bit, improved the chalk drawings and improvised some additional graffiti, set up a dust particle system and enabled a just enough depth of field to make a few of the particles do the bokeh thing, and did some final adjustments in Lightroom. There is in issue with the shadows underneath the cables, it has to do with the "thickness" value in the Refractions tab of Eevee's rendering settings, and it's impossible to fix without screwing up the way the glass is rendered or switching to a different rendering engine, so I went with the lesser evil. I decided not to include the rat for the time being, because if I'm going to make a rat I would like to take my time and go all the way with it. I'm talkin... hair cards, hair physics, full rigging, wrinkle maps, tension maps, muscle simulation... I'm gonna do for rats what Red Dead Redemption 2 did for Horses. (or not)
Oh yeah, I also might have overworked the cake a tiny bit:
So, like, everyone knows how to do the donut sprinkle thing, right? It's like the second thing anybody learns how to do in blender, right after making said donut. So you would think that someone would have tried baking the sprinkles onto the surface of the donut before and documented it. In case anyone stumbles on this thread years from now trying to figure out how to do that, this is how you bake the colors from a particle that has been assigned random colors with a ColorRamp node:
I posted the final render as well as some additional stuff on my Artstation: https://www.artstation.com/artwork/X1Ylvw I appreciate any comments or critiques that could help me to improve whatever my next project is, or to be able to do it more efficiently.
Thank you @Pinkfox for making these threads, it is really nice to have a structured thing like this to participate in.
jgarrison
A collection of the latest and greatest pieces from Sketchfab users
Hello Everyone, I wanted to create one of my all time favorite FF character and at the same time improve my pipeline in UE.
Scythe
Personal project I completed over the course of last week. Wanted to push myself further using Unreal Engine.
Responsible for texturing/materials through to lighting & rendering. Utilized the VPKit blueprint and path tracing for 4K output.
Cheers!
https://www.artstation.com/artwork/qQBDka
@Its0urFate The scene turned out nicely, congrats on finishing it 🍻
Very nice blockouts, I look forward to updates 👍️
@PeculiarSana Could also fake caustics by projecting them in the material or have some decal skirts.
I went back to the scene and swapped the ue5 water system with regular plane with simple shader, as I wasn't satisfied (especially reflections). Also created some simple additional assets and simulated falling books and newspaper/cloth (much fun!). Placed some decals and adjusted light (maybe too bright 🤪)
Fabi_G
Hey! Here's my recent hand-painted character https://www.artstation.com/artwork/Ea4e04
Sketchfab is also animated
masslove