Looks solid, it might be nice to see also renders with uniform clay material - while you're looking at it you can analyse shading better. You can try to introduce some differences between pieces made of different materials for instance broader bevels on plastic than on metals etc. These are very small nuances but help to…
Hey man, you got a few baking errors that would need fixing. Or are those decals? Worst offender I see is at the front fender. btw; did you happen to use my HP render method in those first beauty renders? they look similar to the technique I showed in my engine video.
so progress on this so far. Here are some test renders. Looking to get feedback on my texturing. I'm going for a used look, not completely destroyed/damaged. Just a few years old maybe. I also would like to know if this is in the direction of being portfolio quality game asset. as that is my ultimate goal. I will post the…
Thanks! The books were the most satisfying part for me as the whole thing felt off before I got them in the scene. It's only 5 different models, each with a unique set of details on the texture sheet. The heavy lifting is really being done by the master material I made in UE5 that's giving color and wear variety based on…
Here's a more comprehensive turnaround render Wireframe in rendered view Vehicle model UV Texture maps. First time posting on this forum, I'm looking forward to more feedbacks, and thank you for those who did comment :)
loving it so far! i hope you'll have the time to prep the character model better for outline rendering, atm the outline just clipping a tonne, making the otherwise charming lil fellah look a bit sloppy/cheap
Megascan does around 0.83. Some guides tells it's 0.76. Chat GPT told me 0.75. Adobe substance libraries have a lot of around 0.5-0.6. Textures.com are in range of 0.75-0.9. It all gave pretty subtle difference in our old renderer and Megacan ones looked almost matte and now 0.76 looks like a nuke when the sun is around 25…
Dusted off the scene and began work on texturing it, started with the first texture pass on my Repair Door (still need to throw it into UE4 and setup my glass and emissive just a marmoset render), still haven't set the base metal for the station so the surrounding metal is still WIP Using this as a base to texture the…
Rick: Make/find a normal-mapped human face texture with a metallic iridescent green necklace or something, render one with a greyscale spec map, render the same angle with exactly the same textures but a colour spec map (make sure it looks GOOD first!), and put those side by side in your tech doc. Let the reader's eyes do…
I have encountered a problem - when I have multiple different texel densities on UV islands, Painter incorrectly renders normals. This is a test mesh in Blender - the rectangle has denser UV: Here we have incorrect normals in Painter with a visible rectangle: But when tessellation is on, height is rendered correctly, while…