If u look at the different areas of the model, each is rendered independently. There isn't an overall gradient (as jgcount here suggests) and then each area has several light sources on itself. Take the little green gems on his pedestal, for instance. Its got highlights on the side (top left light source) but then the…
Haha, I just saw Allegorithmic has tweeted this material. - Great work! how did you make the jelly beans not to get into each other? - Thanks Vinícius! Ive basically layered them up. Each layer is a tile sampler node and I tried to tile them in a way where none of the beans touch. I then blended each of the layers on top…
Mech/Vehicle concept artist We are looking for a 2D Concept artist to help with the design concepts of Age of Eternity, a Sci Fi based table top game. The ideal candidate will have experience with Mech/Vehicle concept, and is comfortable with Sci Fi/ Military realism. Additional Commissions will be offered on successful…
---Sorry, didn't see your response here until now. Yeah of course, though there isn't too much to argue about, if we use M43rds as a baseline and assume current generation sensors: APS-C gives 2/3rds stop narrower DOF at the same aperture and equiv focal length and about 2/3rds stop better high ISO noise and dynamic range…
I am trying to create perpendicular edges partway through a square-ish shape. I want one edge to be soft, and the other sharp. My first attempt: With this attempt I thought to pull apart the edges on the soft edge, so they diverge away from the hard edge and minimize the issue. The topology: The Issue is that I still get a…
This is great! I have issue with some of your design though. It may be too late to reconsider, but I'll throw my points out anyways. I think the front wheels stick out way too far. I can't really see a functional reason why you would have them do this, but it would make it difficult for the vehicle to turn, and reduce…