Having a hard time figuring out how to get a convincing plastic/vinyl look. Could hand-sculpt it, but the crinkles and variation might be better covered in MD.
https://www.artstation.com/artwork/ywQ5R Fairly simple star moss, looking to revisit it in the near future and add more variety and realism to the 'plants'
Hello, My name is Fedor Roslyakov, I am a 3D artist and I am currently looking for: - Remote work - Part/Full time employment in Finland - Freelance work Portfolio Knowledge of the following software: * Blender * Substance Painter * Substance Designer * Zbrush * Unreal Engine * Quixel Mixer * Unity * Photoshop…
Hi, my name is Scott, I'm new to the Polycount forums. I was wondering if there was a way to create a shader network inside of Maya, (let's say blinn a wood shader) and export it as an image file so I can use it inside of Unreal for my static meshes? Is this possible? if not, are there any creative ways I can make it work?
Hello, My name is Fedor Roslyakov and I'm currently looking for: -Freelance work -Remote work -Onsite work in Finland My portfolio: https://www.artstation.com/fedorroslyakov Software: Blender Substance Painter Substance Designer Zbrush Unreal Engine Photoshop SpeedTree Contact: froslyakov5@gmail.com
Hi! I'm having the problem in 4R7 that my model is shown as flat grey. I've tried color>fill object with "M" or "MRGB" checked, and I'm rendering in "Preview" mode. In my subtool palette everything seems alright. I've attached a screenshot:
I'm trying to create an animation that starts and ends slow but the center is going pretty quickly. I have a white bar that will be an emissive, and acting as a beam of energy going through a static mesh I have set up. It'll travel from one end to the other starting slow, picking up speed quickly, then slowing back down…
Had to necropost... I have no clue what I'm doing in Substance Designer... how would I set that up so I can import it into Substance Painter as, say, a Smart Material?