Hi everyone! First of all, I apologize if I have put this thread into incorrect section. Second, nice to meet you! I am just an amateur 3D hobbyist, started using Blender maybe few months ago. Anyway, I have a question for much more experienced modelers than me :smile: I am planning to make a static camera survival horror…
I think the lamp thing up top is looking a little big at the moment, it might not actually be - it may only look that way because of what I'm about to say next. The perch it's on, I really would like to see more of that spiraled end like in the concept. You're hinting at it now, but I think going the full spiral could…
@Rorsh Avoid overestimating the barriers to entry on this type of product. Artists and photo buffs are two different market segments. It's really worth considering what artists are looking for when they're purchasing reference packs. Based on what's out there and what tends to appear in best seller lists it seems that…
Hi, I'm working on this real-time character based on the concept Warweaver Zoraida by Tooth Wu https://www.artstation.com/artwork/bgz6Da Feedback is always welcome :)
Hey everyone, I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale. In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about…
It's probably not overly relevant if you're happy with the concept you've got there, but I think if I was trying to do an updated take on Annah, there's a few elements I think that that design has lost. Annah is supposed to be attractive, but she's also a thief and pickpocket who lives in a garbage dump and tends to pick…
@TROGLODYTE 2) Use floating geo. You can intersect uncombined meshes into each other and export it out as one, yes. Professional game artists do it all the time. It just needs to LOOK correct, not functionally be correct. Bake based on groups in Marmoset Toolbag. 3) We handle high poly geo usually via a sculpting program…
When do you use a cage vs using distance-based raycast (cageless) ? I've heard that it works best to use a cage if you have an object like a hand for example, or something with sharp 90 degree edges, but I'm not sure on when to use it and when using a cageless bake by distance is good enough.
I would advise learning ZBrush and Substance Painter as soon as you can. ZBrush is already an industry standard, a lot of studios use it in-house. Substance Painter will give you a big leap forward with textures, I believe it will become an industry standard if it isn't already, I think the sooner you learn it, the better…
Okay, I promise this is the last update. So why starting on my next project I just had to fix this small major error. There was no atmosphere on my Earth so I fixed that. Also, did I make my model renders to sharp? I'm just curious.