Hey everyone, i decided to Learn 3D about 2 Months ago and started my Own huge Project i want to realize. I overcome a lot of Problems and mistakes but i am at a Point where i can see that this Project is going to visualize and before i Start with the end Shading, Texturing and Post-Still i want to ask you guys what you…
Using Fresnel does not cause the issue, but also doesn't give me the desired result. I want to remove cards that face the camera, but as the normals of the tree have been edited the fresnel will only detect the edges of the tree (similar to fresnel on a sphere), so that method won't work with the vertex nromal information…
Hello everyone. This is a project Ive been working on for a while. Based off a weapon used in the Van Hellsing movie. Due to a recent layoff I decided to pick it back up and finish it. This is a game model with just one UV set. The project is in its final stages, but I would like to get more eyes on it before I call it…
So I have this flaregun model that I've been working on for some time. It's nothing special but I've been using it to experience the different steps of creating an asset. And well I've hit a bit of a bump in the baking phase of the model. Obviously I'm using Marmoset toolbag to bake down my maps, and I'm getting quite a…
Okay I have another issue...I'm trying to render my scene through lumen and I gotta say I'm having a very difficult time getting the render to look decent. Are there any suggestions on how to improve renders? Please help me it's driving me insane. Also, it only looks like this through sequence, in game it's fine.
Hi guys. Please leave threads and recommendations on textures for super huge spaceships. How to do it correctly to get the level of detail at the level of StarCitizen. So that on cruisers of one and a half kilometers when viewed from the first person there was clear detailing.
Had some time over the weekend to work on getting this done. i'm thinking I'm almost done with the anatomy in terms of everything being pretty much in the right place... I can see some areas from the back view that still need tweaking... After, I aim to go ahead and polish / smooth / clean everything up from here, and then…
The best thing you can do is experiment. If the wall is plaster and exposed bricks you want to have a texture dedicated to plaster, one one for the bricks provided the bricks and wall are not the same material. If that is the case you might be able to just have seamless texture for the wall that gets reused on the bricks.…
I wanted to have a discussion about hand painted textures. Amazingly, they still seem to be in high demand but now with everyone focusing on high poly "next gen" (well, current gen) artwork there is a lack of people with the skills to do it. I'm suggesting for any hopefuls who are looking to get into the industry: get some…
I like it, and props for doing the models yourself! Nothing major wrong with it at first sight, the rock formations look convincing and the distribution of foliage seems spot on for the most part, but perhaps you could play with a couple of different light situations, as midday and very little shadow are pretty difficult…