This project has helped me improve my texturing process. I haven’t had all the time in the world or at least not as much as I would have liked, but I hope you like it. https://www.artstation.com/artwork/AZ1KBz
Hi I’m having this annoying problem with polygroups and wondering if anyone can help I’m sculpting bricks on a lighthouse And I’m trying to re set up my poly groups so the side of each brick are in the same group so I can sculpt the edges and add damage I’m having a weird bug and whenever I have one particular polygroup…
Time for another update. It's been going very well, made solid progress. :) Here are some pictures from Blender. So you can see the real skeleton of the bike. And just under the central area is the main power core just behind the steering, as well as the transmission. I've been spending the past several days refining the…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
I've fallen behind with this, but not because I wasn't working on it. Mostly I've spent all this time trying to figure out style. At first I was using standard PBR materials for texturing, but it looked... noisy? Muddy? Boring? I would attach screenshots, but with all the running around screaming and switching textures,…
got bored decided I should build an infinite runner decided that was boring decided I should build a 2d runner where the world is generated like minecraft (deterministic, generated in chunks etc.) and the player actually moves in space (forever) did that, pretty cool remembered I make 3d things because I hate dealing with…
Thanks for the detailed feedback. It’s very helpful. Yes, I did light the leaves separately because with my current lighting setup they were not achieving the same glowing/translucent effect seen in the concept. However, I understand that this is affecting the overall lighting consistency and value hierarchy in the scene.…
I'm a 3D character artist by trade, and getting useful feedback on in-progress work has always been harder than it should be. You post a render and it's either "looks sweet" or silence. This forum is one of the few places I've ever gotten real crits, which is part of why I'm posting here. So I built a tool to fix it. The…
A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…