Hi there, My name is Patrick Walsh, I am a freelance 3D artist with plenty of experience in both hard surface and organic modelling. My speciality is of course hard surface but I am looking for any opportunity to develop my skill at character creation, environmental and stylised work. Check out my website:…
Hello Fellow polycount members, this is my first time posting my work. I made this high poly sniper to try my skills in max since i worked in maya for 1.5 years. and a friend recommended to try max aswell, as a result i created this. I'm still learning hard surface modeling and how to get better at rendering with v-ray.…
So as I'm sure we all know, some of the more typical techniques for creating a tiling texture don't apply themselves as well to working with wood textures because of issues matching the flow of the natural grain, or avoiding obvious repetition. Planks seem slightly easier to deal with, but larger, flat areas seem…
Working on a World War 2 survival game and we're in need of the following assets. If anyone is capable of delivering these could you please pass on a quote to us. Thanks. Scanned tileable ground grassScanned tileable ground sand (Smooth)Scanned tileable ground sand (Rough)Scanned tileable ground mudScanned tileable ground…
I am trying to bake normal map with Turtle and it gives some errors where I have hard edges. After doing some research I found that I have to split uvs where I have hard edges. If I use Maya Transfer Maps and select Match using: Geometry Normals it bakes the normal map fine but if I select Surface Normals I have the same…
I have not found many websites, but instead just reading sporadic articles related to film/VFX lighting and talking with other experienced lighting artists both in house and externally over the web and such. Here is some general workflow/tips I have gathered over my short tenure so far as a lighting artist: One major point…
Also, I've been having some problems with decals lately inside of Unreal Engine, and I havent really found a solution to this yet so I'm going to ask here. When I'm applying a decal to an emissive surface, it only appears very subtly on the surface, as if the emissive was overriding the decal on top. I tried multiple…
I remember trying to export displacement maps once, when you use it in blender you've got a slider which determines how much the surface is going to be displaced and it's impossible to know how to perfectly displace the surface so it matches the original. I've used normal maps often in cycles, fake lightning is very…
The textures are way too noisy. I'm able to recognize some ddo masks, which is bad, and seeing general details applied evenly everywhere does not demonstrate and understanding of texturing. Generally speaking, scratches should be on edges, dirt and grime should be in corners and general surface wear/ sun-bleaching should…
Yep, I do this as well, or rather I usually let dDo generate it. The biggest problem with doing this vs baking it from a highpoly is that if your normal map has a lot of high contrast gradients to account for the lowpoly smoothing, the resulting maps won't be very accurate. This is generally more of an issue with hard…