Hi, My name is Berk and I'm a 3D Artist. You can find some of my work down below. Also, have a look at my ArtStation page for more: https://berkgenyz.artstation.com/ Im looking for full-time , part-time or comission work. If you are interested in my work, please contact me on https://www.linkedin.com/in/berkgenyz/ mail :…
Hi PC! I wanted to share my recent personal project, a cassette radio recorder. The design concept was created by Vitaliy Ishkov. I used Blender and Substance Painter for modeling, texturing and rendering. You can see the wireframe, textures, and UV on ArtStation: https://www.artstation.com/artwork/1NVZRo Feedback and…
What Substance workflow + export settings would you use to get the best results in UE5 using the new Substrate materials? Mainly to prevent 'white fringes' problem that was common in the UE metalness workflow around gradual transitions between metal and non-metal materials like dirt and paint? So basically a 'specular' PBR…
I completed the tutorial on vertex painting where the instructor utilizes world offset to allow painting into the cracks. However, I am now experiencing a distorted mesh. What steps can I take to prevent this?? Is this the best method for vertex painting or is there another way? I have tried smoothing the plane to get more…
Hello all. I am currently working on a character and I want it to have pixel textures. I am confused about how to straighten uvs. I am currently trying it with this simple mesh, but whenever I try to straighten it, it looks deformed and you can see the stretching on the checker map. I tried different values of the…
I am trying to texture a wooden crate, but after baking, I am having visible seam line in the mesh, as in the picture below. Even after using triplanar blend, it's the same. I have UV cut in all the hard edges in my low poly mesh. I tried to figure things out on my own as much as I could but didn't get much of a solution.…
took me touching it on and off for a year i think before it really clicked for me. Though now it seems kinda simple, its basically blender geo nodes or unreal blue prints on steroids. Start simple but make something useful or fun too you. Maybe a setup where you can generate edge damage on a mesh, a simple cloth sim, or…
zetheros said: I was expecting to be enraged by that video (default state of being tbh) but I wasn't entirely. This isn't even all that unrealistic for new projects/engines - It is extremely unrealistic though, if you're someone who works on a legacy codebase containing thousands of instances where some code doesn't appear…
Hey everyone, I'm currently working on a stylized-but-semi-realistic project, and I need to create a pair of tassel earrings similar to these: My main goal is to make them look visually appealing and believable, but still optimized enough for use in a near low-poly or game-ready environment. I'm using Blender and ZBrush,…