Hello everyone!!I’ve made a few final tweaks to the render to wrap up the project. Thanks for all the positive feedback. https://www.youtube.com/watch?v=A9MUzGq85iM https://youtu.be/KwZqudw3V8k
When rendering in a real-time renderer, only the nearest side of the glass will be rendered. And if you want to render the same single-sided glass in a non-realtime pathtracer, they will by default render both sides of every single-sided mesh anyway. The one thing you lose with single-sided glass in a pathtracer is if you…
Past couple weeks I tightened up the cameras based on feedback (especially my Establishing shot) + added more supporting shots while also setting up a Movie Render Queue and render settings therein to quickly output renders as the environment progresses (you'll also see some more play with shadows/lighting/and general…
Hey guys! I finally finished some of the tools I had been working on for the last year. Took me longer than expected! I don't have much time these days so I've followed the example of some of my fellow scripters and decided to put them in a pack and sell them. Hopefully this will motivate me to find some time after work…
"The UV´s have much more padding now, but it still has shown the same issues (second image)" Hello, Your problem is related to UVs, but not to padding. And it's not even a problem with the UVs themselves ; you are witnessing (and currently misinterpreting) a rendering error and attibuting it to your normalmap or your UVs…
Transmission is indeed quite different from Transparent. The glTF Sample Viewer only shows the Transparent Material Count for materials using alphaMode:Blend (commonly known as alpha blending) and/or alphaMode:Mask (commonly known as alpha test). Transmission is not actually transparent in a real-time renderer. It's up to…
Hey everyone! :) Just finished up this project created in Unreal Engine 5. This one ended up being more challenging than I initially expected, especially when it came to getting materials like snow/frost to read correctly and working with decals. That said, I learned a ton throughout the process and I’m really happy with…
Pretty much finished at this point. Last thing I need to do is make a proper livery (probably going to make a Honjo Taxi), and then I have to make a nice scene to render it in that isn't a grey blob.
Currently your portfolio seems too scattered to me still. I am not quite sure if you want to be a character artist or a prop artist. It would help to narrow this down and really get specific (depending on your goals of course). Also make sure to keep pushing overall presentation skills and thumbnails. Look at other artists…
I'd like to hear opinions on what I somehow noticed maybe not in every but many recent games as a trend. I mean not an exactly same "uncanny valley " people discussed decade ago about Beowoolf and Polar express and imo related mostly to animation but rather more subtle, more general thing a picture get after crossing…