Greetings polycount, Im a student and this is my blockout of a scene a designed on paper, its a pathway from one part of a temple to another with a gate at each end of the path. I'm self taught for the most part only having been taught how to create a pawn in 3dsmax with a spline and lathe (Lacking Teaching) Id like to…
Get the addon https://ryh1113.gumroad.com/l/watercolor-renderer https://blendermarket.com/products/watercolor-renderer Watercolor renderer What's Watercolor Renderer, as its name implies, this is a real-time watercolor renderer, which let artist direct how to watercolor style should be. How artist control the watercolor…
Is this really unlit, though? Might be a communication problem. Even if he used an unlit shader as a base that he then modified, the scenes are clearly lit and shadowed and at least some don't seem to be using lightmaps, either.
In this documentation, I describe in-depth the Hatched Ink Shader for Unreal Engine. I aimed this shader specifically at Concept Artists, but I can also imagine a use for it on games or anything else. If you have somehow stumbled over this documentation without knowing about the shader, you can get it here:…
Hey all, This is a project I have been working on and off for a few months. This is before I have dove into post processing and colour grading but I wanted to ask for any feedback you guys would have. I am a 3D artist with a few years experience working in games under my belt but I am always trying to improve my scenes.…
I'm with Pior - they're great for presenting or for navigating around a scene and kinda useless otherwise. I never enjoyed them for actually modelling where I want to be focused around a specific object - cos that's not what you get. There's no reason the device can't do it but the software always seemed to actively work…
I need to look up what best practices there are for LOD supportive UVs. But I might as well address then first thing since it's was a studio wide issue at my last job. The plan is to make enough hard surface art and find work in that position in games, then branch out, but the thing about environments is they can be full…
Think what is missing is a clear subject or focal point. As a sculptor myself I know how hard and fun sculpting rocks is, so it is tempting to make your whole scene just about rocks. But I think you need something to grab my eye and pull me in. Maybe put the camera on a large vista and look out on to a crazy epic landscape…
If your lights cast shadows setting them up correctly will speed up your render times. 1. Try not to cast shadows using omni lights; they are equivalent to placing 6 spotlights with a 90 degree field of view. 2. If youre rendering a scene with a lot of lights dont try and set them up all at once. Use Tools>Light Lister…
wow looks great really great improvement so far, the new texture is looking perfect, you might not need fancy pants maps on top of a good defuse like that. Suggestions: You have a great handle on direct lights and thats exactly what you want when you go to do lighting for games, 75% of lighting for games is direct lighting…