Hello all! I'm starting work on an environment based around Turner's painting "Caligula's Palace and Bridge" Seen here The idea isn't necessarily to make an exact copy and work relentlessly to make the environment look identical, I do however want to get as close as I can in relation to positioning, mood, and colour…
Hi everyone, I've spent the last couple of months building a toolbox in Maya with python. The point of the exercise has been to display the color sets in Maya as a Photoshop-style layer stack (with basic blend modes). The tool consists of a window with tools, and some shaders that are custom-generated to the project under…
Hey guys, I've recently joined a company out in Asia which specifically utilizes the Unity Engine for Mobile Games Platform. They have loads of restrictions so they've naturally chosen to go with hand painted textures / no lighting for the most part on all their releases and likely upcoming releases. My problem now is that…
Painted my 3d printed Minotaur. Left the high poly sculpt and the print on the right, its about 8cm in height. It was printed upside down on the back and took 5 hours to print.
While working on a handpainted textures it's always a good idea to look at the texture with self-illumination turned on. That way you can see how the texture works without any sort of lighting on the model. The idea being that if it looks good unlit it should look right lit. Couple things to try with the sword -Sharper…
Hi Everyone, Managed to smooth down my production pipeline since last time. Print time for these masks takes up to 7 hrs at 0.3mm layer height and I optimized the orientation to reduce supports. As for painting I use a combination of regular spray paint, polyurethane and lastly sand them to smooth the surface for whatever…
From my perspective, had thought the previous series complimented your scene nicely, although admit was focused more upon the asset itself so missed those points you've mentioned above, indeed earth has an extremely thin habitable layer/zone at only 3000m (12.500ft) altitude without need for an oxygen mask and 100km (62…
The normal map is looking a lot better now. The end result still looks good (I thought it looked good before but it's better now). I think your specular map is still the weakest texture here - as was pointed out initially, there's a lot of parts which don't make any sense and read like you've just tweaked the levels /…
Here we go again!.. Edit: Here's how the 3d scene stands at this point: /end edit Threw this concept together last night for my game preproduction class. We're learning the imoprtance of color in 3d scenes as well as a strong base composition. Although it's important to have nice rendering and all that jazz, the main focus…