I just got back from GDC from job hunting. Got a really great review from Ron, a senior environment artist at SCEA. He wanted to see me make a broken mech in a cavern with some sort of organic substance growing over everything. I'm taking it to heart and will be making something using these 3 concepts as reference-…
This is the first gun that I've ever attempted. It is a russian yarygin pya/mp443 "grach" Polycount is a bit higher than I would like (2,384 tris) but it subdivides perfectly. I'm working on the uvw coordinates and then I will move on to the textures. I hope to have it done by the middle of the week. and the wire and the…
Hello! I will try to create this scene inside Unreal to practise environments setup within the engine. This will be my first fully rendered project inside Unreal, so there will be a lot to learn. I will be using Blender for the modelling and Substance Painter/Designer for the texturing. The reference was took from…
What i really want to do is figure out a way to: -despeckle -smooth out -retain edge info for an uprezed image such as this: I have tried the photocopy filter and such, but maybe there are a few filters and I can make an action? I dunno, i have been plying with this problem for a while and I thought i'd ask you guys for…
This is a 10mm SMG that I have been working on/off of for the last few months. I will be making a high poly to bake from, and I want to do that in Zbrush using a method I found in the 3d forums a little while ago (Article). Before moving on, I would really appreciate some feedback. Please comment if you have any questions,…
Hey guys, I was wondering what the best way to go about having the purple lattice in the pic below conform to the bend of the selected polys on the other object. I tried the FFD modifier, but it caused too much stretching, and the bend too proved to inaccurate. Or am I just going about this the wrong way?
no idea what unstoppablex is talking about, vertex lighting has nothing to do with lightmap specular problem. If you want to simply turn it off you can do that in the 'misc rollout > allow lightmap specular', you don't need to unplug the specular input. Ya you don't need to use more then one normal map, as long as the UV's…
This GIF shows the issue. I have tried nearly everything I can think of. I can flip the normals after I draw the quads, but it still happens after, so it is really frustrating. I even exported my model into a new scene.. Any help would be great. https://gyazo.com/8bbe68a4f8c9f5da5e6c9086df4edca8
Artstation link for 3D Viewer and Final Render: https://www.artstation.com/artwork/BmVvvD Hi everyone, This is a project Iv'e been working on for a while. It's a TAR-21 with the following attachments: * EXPS2-2 Holographic Sight with G33.STS Magnifier * FAB Defense Integrated T-Grip Foregrip & Light Holder * FAB Defense…
Hey everyone, I am a recent college grad and would love some feed back on my reel. I am planing on getting the room at the end textured over the next week. Here's a link to my site. Thanks www.zachperez.com