I recently learned Substance Painter and PBR workflow. These are the props I made using Substance Painter. Final renders are in Marmoset Toolbag 3. Thanks for checking out my work! :) Wireframe on flat render Wireframe on flat render
Hello people, A few months ago I built my own proprietary 3D engine in AS3. I built it purely to make games. And because it's proprietary and I don't have to factor in usability etc I focus 100% on speed. Dilligently. The results are good. It's significantly faster than commercial engines like Papervision, and actually…
And here is the final render fresh out of rendering: https://www.youtube.com/watch?v=SK41ygEDRh4 Tomorrow, it's (finally) time to set up ArtStation and post the project... :#
your works are great, but presentation seems kinda chaotic. first thing is that lots of your renders have cropped corners, which is something that any composition book would tell you to avoid. for police bots, i think it would be a good idea to make a render that shows at least one of them almost frontally, and put that…
Hey guys, I'm back. I got an animation rendered out and posted on youTube. It's not the greatest quality - I messed around with SoftImage's render settings for at least an hour and I still can't get it to look pretty. The animation is supposed to be a mindless wander - no living in sight to eat, so it just kinda shambles…
Granted I have no knowledge behind the tech used in this other than what I've seen in forums posts and guessing? but IF they did use a type of deferred rendering it COULD explain why a lot of the materials share the same qualities. Depending on the type of deferred rendering they used all of the…
[ QUOTE ] That was a pretty vague question and now the links are broken to the images. Can we get some more info? 1. What version of Maya are you using? 2. Is this a problem in the render or the hardware view? 3. Are you using high quality rendering? 4. What format is your texture, tga, psd? 5. What exactly is the effect…
Sorry for the double post, but this is somwhat of an update. So I had a discussion with my teachers and a few lead art directors. Here is the deal. In about a month (I am in a game design school right now), we will have a team project to work on. I will be the environment artist for my team. The goal is to make a playable…
Looks good so far. I would suggest adding a dirt map, with more dirt in the crevices. A Curvature map can really help with this. https://marmoset.co/posts/the-toolbag-baking-texturing-and-rendering-handbook/