Hi!I am trying to make set for Commandos weapons.My idea:purple metallic for metal parts of gun,and ivory for another.Maybe some white tracery on segments. These photos are not ending variant.Just quick concept for me.
Hey, so I made a little tool that allows the user to create images in Photoshop and uses the image to place assets into the scene. It uses the red channel to control floor and wall placement, the green channel for props, and the blue channel for height. I'm working on a video to show it off and I'm looking for someone who…
Hello guys, I'm requesting someone who has experience in these areas to complete my timbersaw set to d2. I made the basic model on maya but I have no experience with animation and texturing (I was learning zbrush until now) and my time is short to finalize this set in time. I will split all profits with all involved in…
I'm currently working on a project for my uni course and have been trying to get trees and bushes with a certain effect. It's pretty much the same as can be seen in this game: https://www.insidedecay.com/maquette I am familiar with softening normals, or transferring them from a sphere on to a tree, but it doesn't quite get…
Anyone got a script that allows you to switch between multiple hotkey sets and save to different hotkeys to each. I tried this hotkeyman from highend 3d and it doesn't fucking work. Unless I'm missing something.
You definitely do get global-illumination reflections with LPV, but they're quite low-resolution compared to what you would get from an environment probe. In this screenshot I placed a large green metal wall behind me, and a perfect mirror ball and a prop in front of me. You can see that there are reflections from LPV on…
I tried world composition for the first time now. I can't seem to find the option to set the distance in which the tiles appear/disappear. Or importing custom LODs. This is the image from the World Composition document: This is mine:
Thanks for the resource and sorry for late reply! I am using Multires for the sculpting workflow is that what you mean by subdivision workflow or something different? Also i checked you work, was very cool to see it, can i see the your wireframe for study purpose? just a screenshot is fine.
The 2nd set of textures I worked on for the upcoming game 'Moonray'. These follow a much more experimental, psychedelic route. Great fun! Created in Substance Designer, rendered in Marmoset Toolbag. Hope you enjoy! Artstation: https://www.artstation.com/artwork/q9Q92D