Love the lighting on the figure, and the soft bounce lighting! What's the source of the red light? Need to see the source, otherwise it's a bit confusing. Also why does the red light cut off in a diagonal mid-way up the wall? Statues typically have a base below them to stand on, they're not just stuck in a niche all alone.…
Update: By trial and error I have found precise formula for Height Adjust filter Multiply slider: square root of the multiplier between two Texel Densities For example suppose we have Td = 4 and Td = 15, thus 15 / 4 = 3.75 and now the square root of 3.75 = 1.936 so to obtain equal height magnitude between two Td = 4 and Td…
Hey everyone, I’ve been trying every possible way to create high-quality grass (clumps, density per m², etc.) that is optimized and functional in Unreal Engine 5 with a 4070 Super. I’ve looked at some presets (like those from Quixel Bridge), and noticed that a single clump of grass can go up to 6000 tris — but with Nanite…
Hey folks. I'm Arrow - been doing art of all kinds for ages, digital and traditional, and freelancing for quite a while with a focus on game art mostly in the indie world. I've been meaning to start a sketchbook thread on here for ages. Social media and Discord channels are no replacement for forums. For personal work…
"...I am considering Blender. Which one might give me the best results (I guess things to consider is support and resources in learning the programs so Blender seems appealing for my main 3d package)." I'd agree, indeed worth keeping in mind at least, it's "Jack-of-all-trades-master-of-none" acknowledged philosophy would…
I don't think you'd see a performance impact regardless of the way you texture the car in your last question Chaos. When you're getting into these very specific performance questions, you always need to consider how the asset will be used in game. Just to play devil's advocate: If you had a game where you destroyed the…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
Hi! I'm working on a 3D game model > character concept by https://www.artstation.com/mafiala This is the current progress of the Highpoly! Kinda feel that i might have added too much cloth folds? or is it ok? Plan to work on the weapons next.
Hello and thank you! Oh boy I certainly see your point...the focus on the two pillar bases on the side is kinda glaring. I can rotate the sun a a little bit without messing it up too much elsewhere, or even adjust the FOV to take them out of the shot completely. I kinda liked the idea of the dome windows making a circular…
you could try doing a value check, make everything greyscale and see which areas are too light or dark, or need more hand painted light info. I just loaded this into photoshop and used the burn and dodge brushes. Overall you could push details and contrast a bit more. Either her skin is too dark for her hair, or her hair…