@Tits thanks, Marie! I've been enjoying your traditional work lately as well :)
A few recent digital paintings;
EricElwell
Hello! I am back with this High Priest of Ammut character I also made for the OnePageRules july release!
Full project here: https://www.artstation.com/artwork/qQYqDy
DoctorBloup
One day challenge. I wanted to check how much I am able to do using only Substance Painter(without using 3d). From zero to visible effect.
Based on beautiful concept from Ian Su: https://www.artstation.com/artwork/Nx8Naz
Chung_Jui
"What makes CE better than Unreal in that respect?"
Source: Nexusmods.com
The top 3 most modded games are Creation Engine titles, and the next two are GameByro (which CE is based on).
"...to keep up with the competition they have to heavily invest in updating the tech of their engine, wouln't be just easier to switch to something more advanced and let others do that part of the job?"
No, its not easy. Also, offloading the responsibility isn't always ideal.
"I have read some complains online about the quality results of the Starfield images when compared with other AAA, I personally don't complain but if are beeing sidened to images produced in other AAA engines the difference is visible."
Comparing renders from completely different games is meaningless - the entire art pipeline might be different, you have no idea of the artists involved, or their workflow, or what constraints they had.
People who don't understand things like to complain on the internet - I wouldn't form any opinions from it.
"Finished" with the plant container, appreciate any feedback. I ended up changing the design a bit and some areas are still rough.
For re binding the surface deform modifier of multiple objects, with some trial and error, I ended up with a simple script to operate on the surface deform modifier of all selected objects - let me know if you see any problems with the script. Still wondering if there an easy way without scripting. But for the future, makes sense to learn some python anyway 🤓
import bpy #1) create list of selected objects, then de-select all selectionList = bpy.context.selected_objects bpy.ops.object.select_all(action='DESELECT') #2) For each object in selection list: make it the active obj, then toggle bind in surface deform modifier off/on for obj in selectionList: bpy.context.view_layer.objects.active = obj bpy.ops.object.surfacedeform_bind(modifier="SurfaceDeform") bpy.ops.object.surfacedeform_bind(modifier="SurfaceDeform") #3) select all objects in selection list for obj in selectionList: obj.select_set(True)
screenshot from sketchfab viewer
current state of atlas
Fabi_G