modelhttps://www.cgtrader.com/products/c-more-red-dot-sight Real-Time 3D model of the C- More RedDot Sight. Made in Blender, Substance Painter, and Marmoset Toolbag. I used 4K Textures for the scope, and 1K texture for the lens. Polycount:10194 Vertex count:5416 you can check more renders and a 3d viewer here: CGTrader:…
See: http://wiki.polycount.com/wiki/Modular Not so obvious but also have alook at: http://wiki.polycount.com/wiki/Texture_atlas And you might not know yet the forum search function (top right ) ?? https://polycount.com/search?Search=modular+building Lot's of threads.. :wink:
Right had so much fun with this one, I found about this three days ago and just worked as fast as I could on this. Challenge was the free photogrammetry asset that I used, had to break it down in several chunks for Lumen to work properly. I did not use Nanite simply because of other free assets I planned to use. Story wise…
Whenever I delete the sky dome or add some background geometry my model slowly increases in brightness/bloom to stage of supernova. Any Ideas? [IMG][/img]
Keep in mind that the concept's ears look very mobile; her right ear is 180 degrees off the left one - facing back rather than forwards. I suspect that the neutral position for the ears is to the side, and they can rotate 90 degrees to the left or right. Even this guy had to rotate his ears to face forward: Her chin seems…
While the breakdown shots definitely help give more insight into your process and linking it to say the artstation blog might be the best approach, the most you could do is have a clear demarcation between your presentation and process. This is a project worth looking at,…
Dolemite: No problem. Yeah there is definitely a balance that is needed when doing your UVW's. I probably let them get too organic (like Rumkugel pointed out) because I am used to doing characters more. I use mainly unfold 3d magic which has a tendency to give you the more organic uvs. But I always fix up my uvw's in 3ds…
Overall great port keep up the good work! Viking Island Textures Textures are a bit noisy need less shadow or AO information baked in the diffuse textures. Right now everything seems to have about the same amount of spec which makes a lot of the textures feel flat. This scene could use a well tweaked specular or roughness…
what klunk said .. using a clearcoat / thin film material if you have shader support for it if you don't have shader support for clearcoat it's harder - you can't use the normal map cos it'll make the surface look lumpy and you can't mess with roughness cos you'll lose the overall sheen. The simplest option would probably…
Hey Everyone - Really excited to take part in this challenge. Here are a few thumbnails from the other night. I want to try and merge the ideas of open organic environments and tight space tech corridors. Turning the corner in some tight spaces and being able to jump out to some floating islands etc. Anyway, this is first…