This is a dust off / remaster of an old piece that's about ten years old by now (barf, time, why?). It was originally done in UE4 with Quixel Suite for the texturing. This project is special to me for a variety of reasons, but it definitely needs a facelift to stay in the portfolio. I'm mainly looking to improve the…
Hi @Eric Chadwick Thank you for your feedback. Yes the interior projection has a slight offset as my spacing of each room doesn't quite come to an even square so i had to offset it slightly to a more rectangular shape and maybe that is causing some slight distortion in the parallax effect based on the viewing angle. In…
Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
All lighting is manually painted here, I'm using a shader that disables all actual lighting in substance painter. The image I posted is just screen captures I took from substance and combined/cleaned up in photoshop. Nothing fancy, but I like to present things cleanly if I can haha
Hi everyone, here's a brief lighting update. :) Been spending quite a bit of time tweaking the lighting lately, mainly adjusting the sun angle and experimenting with different moods for the canyon environment. It’s interesting how much the entire scene changes just from relatively small adjustments. Some setups looked good…
Title: Spirits of the Forest – Winter Light Genre: Animation · Fantasy · Mythology · Emotional Drama · Musical (Family audience · Christmas Special) Estimated runtime: 80 minutes AbraldeStudio launches The Spirits of the Forest on Kickstarter, a 3D animation project. It is an independent film inspired by Galician folklore…
Hello everyone, This is a light tactical Vehical created as a practice project.The asset is made for real-time / game use. Modeled in Maya. Feedback and critiques are welcome.
Why do we have to "normalize" our normal maps? Here's an example that hopefully helps illustrate it! Notice how the lighting is messed up in the edited normal map. You can't see the windows anymore on the dome and donut, and even the flat background is reflecting the wrong colors. This came up in my last post; I shared…
I'm running on 5.6.1, and I'm trying to add "BP_StringLights03_Pt2" but it doesn't work unfortunately. It's creating the lights, and I can see that is affecting the scene, but the actual lights themselves aren't lighting up. Also, two of them are "flat" - not 3D. Also, how do I adjust the length etc? When I try to change…
Great work on production and stylization. I really appreciate the craftmanship. My biggest issue with the render is the lighting. Specifically the value focal points is falling off the page. It's ok to have the breasts be the focal point but then you need to frame to that focal point. And it's impossible to give the image…