I believe the buildings in the background are as important as the foreground. They are extremely creepy in their design and with a few lights on here and there, they tell a story. Are the ones in the building the ones that created these crypts? Or was it something else? It makes your mind wonder about the scene and…
This is really nice. Great job with the final rendering. The look great. I am really humbled with all the detail. Question. As a general rule of thumb/personal preference, do environment artist generally create the high poly out of the base program like max/maya, etc, or do they take it into zbrush/mudbox? I believe you…
Finally found some time and made an InsetFix modifier which behaves like the max chamfer modifier when set to zero tension/one segment buf fixes some of the issues (mainly with irregular geometry): The main reason for different handling of corners compared to the basic inset modifier is that diagonal edges created at…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Welcome to Zenith We’re building Zenith is a VR Massively Multiplayer Online Game that combines adrenaline pumping action adventure gameplay with a colorful open world. Think WoW meets Dark Souls, with an anime inspired, JRPG twist. We're working with a small team of talented artists to bring it to life, and now we're…
Shaheer Khawar – 3D Artist | Game-Ready Assets & Product Visualization | Blender / Unreal Engine Hey everyone 👋 I’m Shaheer, a 3D artist specializing in game-ready assets and high-quality product visualization. I focus on creating optimized, realistic 3D models with clean topology and strong attention to detail — from…
Hello ! :) I'm working on a character's hair but I need some advices to go further. There are a lot of way to create hair but it's never as good as I want it to be so I try a lot and a lot of differents methods... I created a spline, copy/paste and move it 10 times more or less to test. Then in rendering, I "enable in…
UDK doesn't support their SSS solution alongside a Custom material? Bummer, that sucks :/ I guess I can see what the issue is now. 1-Try replacing the current DT3D setup with a Blended Normals option. Problem with DT3D is you lack any kind of 'Cyan' suppression, so you will always get that nasty 'blue' fade near the…