Jim, can you post new renders with better lighting and shadows? Also can you post wireframe and high poly shots? Have a look at Pior's gun he made. Pay close attention to how he did the spec map and how it plays against the diffuse channel. Look at its reaction in the render. Try to replicate this look in your materials…
I cant replicate this anymore, this is driving me insane The single part that I mention in the post that baked correctly is now causing the problem on its own, even though it used to work independently. After re-importing the same asset a couple of times, the visual artifacts seem to be moving. Sometimes they're very…
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Which app are you modeling and rigging in? The general workflow usually goes as follows: * Model/Sculpt high poly (if there is one) * Model low poly (optimized geometry ready for a game) * Materials (UV's baking and shader work, usually in the engine) * Rigging (create the skeleton, controllers and constraints) * Skinning…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
there was no exact reference, used a few faces, not trying to replicate exact features in particular but trying to follow certain general forms; never really though of using scans as reference in splitscreen, will give it a try, usually just use puref on top... and yeah i agree i got a bit lazy in the ears and made…
I have been wondering, wether does somewhere exist a list of studios/ companies who function in art industry- who provides illustrations, concept art- and visual development. Etc. Thank you for a reply in advance.
Yes of course, mechanical aids such as a camera obscura for example was used by various masters during the Renaissance too enhance a photo-real aesthetic the Flemish school in particular were renown for and indeed again implemented in a contemporary context by those without any experience at all, hence able to replicate an…
Hi all, this piece is heavily based on the not yet released title "ReCore" (XBox One game). Considering there is only a Cinematic trailer and a few images online to go off of, I did my best to replicate it, making my own changes and solutions for places that were out of view. Image: Video of…
Well fist of all I was really inspired by the hatsune miku model Hazardous made last year http://www.polycount.com/forum/showpost.php?p=1623017&postcount=159 So I decided to give it a try and and make my own. I really like the face on his so I did my best to replicate it. And here is the low res version I create in maya…