Great work on production and stylization. I really appreciate the craftmanship. My biggest issue with the render is the lighting. Specifically the value focal points is falling off the page. It's ok to have the breasts be the focal point but then you need to frame to that focal point. And it's impossible to give the image…
This is a few giant steps above what you started with so nice work! But the edge still blends too abruptly almost as if it was swept into a pile. There aren't any big chunks breaking up the outer edge. The pile is pretty chaotic, which rubble should be, but it makes it hard to distinguish any of the pieces. The "doing more…
Hey y'all, last week I released a micro-game that I designed and build mostly by myself, I also produced a 20 minute "making-of" which you can watch below :) The game's called Project Hailstorm and you can find it on Steam here: https://store.steampowered.com/app/3388760/Project_Hailstorm/ Here's some assets and images…
So I am doing a bit of practise lately and throwing together quick one-hour shots of environments, mostly as practise. I have tons of ideas I know I will never build anyway, so I'm just quickly building things to see how it goes. Interesting workflow-experiment. Sofar I hve not used any kitbashing whatsoever, just built…
Hi friends, I am trying to make some modular wall pieces but I am stack with a strange problem. I have a cube for my low poly UV ed with the simplest way flat map and a Turbosmoothed version of that simple cube as my High poly. When I try to bake them in SP I get the following strange results. Anyone that can help please…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
Thanks to everyone who commented on my other thread. Right now im feeling a bit bewildered at all manner of difficult things like soft vs hard edges, topology, baking. I've done 3D for several years but it was all very low poly and easy stuff where topology wasn't really an issue. I want to create a portfolio in the next 3…
Good afternoon, Looking at all the new screenshots coming out for upcoming games (Rise of the Tomb Raider, Uncharted 4 etc) I find the line is getting blurred as to being able to detect enviro assets uniquely baked or modelled with tiling textures. Is everything getting baked now? Before it was props and "hero" assets but…
Really appreciate the thoughtful comment and you're raising a fair point worth addressing clearly. To answer directly: no, the Smart Assistant doesn't use ML or any AI model. The keyword scoring system is fully deterministic it matches your input against a weighted keyword library (200+ terms) and ranks layer setups by…
Hi I have question do you have any solution do make skins on cars (able to scale/move/make changes on mesh instead of drawing and drawing again?) I tried in Photoshop (required remake UV this is not what i want also lack of 3D preview is not solution for fututre [if i remember quixel suite do not work with FBX]) In…