I started making the presentation scenes. I had three ideas in mind for the presentation scene: A cinematic mid-flight scene with a prominent environment in the background. https://www.artstation.com/artwork/L2Gbn5 A clean studio setup with a few decals about but main just a clean background and the…
Hello! This is my first time really doing an environment render with full planning, reference gathering, block-outs, and setting up specific lighting angles. I usually just make games and focus more on specific models and props rather than the scene as a whole. I've created three rough-draft block-out scenes and I wanted…
Hi! I've started working on a new environment for my portfolio and encountered a problem with the lighting. Lighting has always been a weak spot in my projects, and I've often heard that it's important to set it physically accurately if the environment is realistic. So, I consulted the Unity cheat sheet and decided to use…
Hi everyone, I am working on particles but I am having 1 problem. I create a prefab with these particles and put it in canvas. If I preview them in scene they work fine. But when I play the scene they only play the "trail" particles and the "impact" particles don't play. I don't know what I'm doing wrong
I really dig the style of this scene! I'm curious if you're using a pre-made UDK skybox or if you modified it/made your own? Speaking of your atmospherics and lighting, I think you're relying a bit too much on flash and pizzazz before considering ways to push your scene traditionally. Like a great painting, lighting,…
I build Blender tools with a focus on automation and production speed, primarily for game art workflows. Before deciding what to build next, I want to hear directly from people who use Blender seriously and run into the same problems over and over—the kind where you think “this should not be manual in 2026.” I’m not…
Hello everyone, I would like to better understand texel density and how to maintain it in a scene. What blocks me is that I understand how it works, with the various mathematical formulas, even how many times to tile a texture, but then I can’t find a practical reference when I try to maintain texel density for an entire…
I've tried to import a low poly mesh from maya after uv unrwrapping it, and converting it to a .fbx file. these errors appear: [Project management] Save successfull [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed [Scene 3D] [FBX] : Mesh normals are invalid (some values are null)…
We need a quote on how much you or your team would charge for 6-8 realistic scenes. The scenes wouldn't need depth, as players will not be moving around. There just needs to be the illusion of depth. ALL scenes must be arranged and lit in Maya, no exceptions. All textures must use scanned textures from the Megascans…
We need a quote on how much you or your team would charge for 6-8 realistic scenes. The scenes wouldn't need depth, as players will not be moving around. There just needs to be the illusion of depth. ALL scenes must be arranged and lit in Maya, no exceptions. All textures must use scanned textures from the Megascans…