This is looking really strong for a final year project. You can clearly see the amount of thought that’s gone into the environment and presentation – the atmosphere and composition are really starting to come together nicely. Keep pushing the lighting (have you thought about a late evening, golden hour?) the materials.…
Woops I meant to say material ID channels not UV channels :poly124:. What I'm trying to do is make this low poly have 5 different 1024x1024 textures applied using a multi sub-object texture. I have my unwrap so that for each material ID the UV's are packed into the 0-1 space. But if you view all ID's than there are 5…
2D Material Studies study_001.wood01 Been focusing on material studies the last week. Because something that's been bugging me for a while is my hesitancy to render and using colours. So this is a first step to remedy that ;)
Wow that's a great tool! Like a nice interface for your folders. I don't have much of a texture library outside HDRIs, but if this would let me keep my brushes, materials, etc. for substance painter/designer and zBrush that would be a great quality of life improvement :D
miauu's Drag&Drop Pro has been updated to version 1.2. Changelog: +NEW: "Create Layer per File": When a MERGE .max file is used, the objects from each merged .max file will be placed in a new layer with the same name as the processed .max file. +NEW: "User-Defined Search Folders": You can add arbitrary folders to be…
So here is next week so I will be posting the flowers that I make and textures, thank you for all the feedback! Red Canna lilly: here are the photo references Gladiolus snapdragon loosestrife…
Update: Just about finished texturing the main base of the shuttle! I still need to fix up some normal issues and detail. Still have a lot to do. I also created some materials specifically for the shuttle texture base. Also, just for practice I plan on rigging this thing before I start my Ue5 scenes.
You asked for it. Remember you can also ignore this post. If you did not appreciate the response. Long story short; its very cold & mechanical but i don't see much cuteness & fun factor, (for me). Think a stylized approach to this kind of design would've spoken louder than a startwars rolling bot (one of the many they seem…
Welcome to polycount! :) Your portfolio shows that you have a solid foundation but I think you might benefit a lot from taking a closer look into current-gen pipelines for weapon/prop creation. Both modeling and texturing-wise. I've made a breakdown here on polycount a while ago that might be a good starting point to get…
In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…