Hello everyone! I've been working on a personal project for my first portfolio post (I was aiming to post it on Artstation). But I am a bit anxious if it's even worthy or what is needed to post it so it's appealing. My goal was to make a cinematic Orc Warrior in the style of Warcraft cinematics, I've grown up with Warcraft…
hey, cool stuff! Love that turret gun and sword, they look great! That engineer guy is so cool, really dig the way you texture. The mace shows some nice subtle-yet-smart handy work with color to define texture. Dig it! Have some general comments: One thing i notice overall is that some of your texture work feels "mushy."…
CE3 SB allows us to import texture tiles into the game that are placed down directly onto the terrain. So I have taken a height map which is 512 X 512 pixels and then put together in photoshop the texture for the terrain surface which is much larger than the height map at 8192 X 8192 pixels. The reason for doing this in…
Minding my own business working on an asset when I encountered an issue and here we are with a tutorial. Most of it is part of old Polycount but some fresh take. Full version here: https://www.artstation.com/artwork/rlGqrE Its 2025 we have nanite, AI, lots of procedural tools and fancy features yet I keep seeing students,…
Would something like these raised and cracked surfaces be something sculpted as secondary forms? Or would they be more randomly generated with Substance Painter? I figured the latter, but then I'm wondering if even things like this would be intentionally designed?
Hi guys :) So, the problem: Cook-Torrance calculations inside "surface" material domain works fine. I doesnt see any problem or artifacts. In case of "surface" domain, all normal or "N" calculations are taking from normal map transformed from tangent space to world space and then normalized. Calculations of same shader…
Indirect lighting is adding more light but different materials are able to absorb different wavelengths (which is what gives them the appearance of having a specific color; for example: if a material were to absorb all wavelengths except for the red ones, it would appear red because it is only giving off those red…
Aside from ambient occlusion, the only map I'd find most useful (which in essence is what you're trying to fake when using Crazybump or these other apps doing 2d passes over a baked local-space normal map) is a surface curvature map. These are pretty hard to come by at the moment (there used to be a plugin for Maya to get…
hey thanks! cheers for the heads up on the presentation. i think ill start using larger images. definitely will revisit that lighting setup. i want to keep the dramatic shadows at the front (worth leaving?) but the rest can be eeked out. ok patches. theyre a bit crap to model with initially (like nurbs; always fighting…
@kalosy Credit goes to a lot of smarter people than me for that quote :D But it's definitely on point. To learn hard surface modelling and baking you don't need to do a full mech. It sounds sexy and exciting until you realize that the difficult parts are those parts you thought were simple. Most probably your first hard…