Shaheer Khawar – 3D Artist | Game-Ready Assets & Product Visualization | Blender / Unreal Engine Hey everyone 👋 I’m Shaheer, a 3D artist specializing in game-ready assets and high-quality product visualization. I focus on creating optimized, realistic 3D models with clean topology and strong attention to detail — from…
Hi! It looks like you may have made your model in zbrush, and the model itself is pretty messy, which is not helping you out here Things like this draw attention away from your textures and give the impression that you didn't want to spend the time to clean up the model. Did you do any research or find any references to…
Hello, My name is Simone Silvestri and I'm an experienced 3D Artist. I've worked in this field for 4 years and on a variety of projects. Here you can see my portfolio: http://simonesilvestri90.wix.com/portfolioIt is unfortunately a bit outdated, I will post my most recent stuff as soon as it is presentable. What I do:* 3D…
Painter 2 crashed my whole computer (got a grey screen) when I was working. I had just saved and started doing another task within the program and that's when it crashed. Got a grey screen and it automatically restarted my computer. Once back in Windows 7, I loaded up Painter again, tried to load my file and it gave me an…
Hey everyone! I wanted to make a thread of my WIPs because I found with the Riot Contest it helped keep me motivated to move forward and continuously posting updates. I will be sculpting, modeling, and texturing a Palico in the Rathalos armor set! Rathalos armor is the red one in the image. Here are some character…
Hello. I am posting here since the introduction email said I had to. The reason I made an account on Polycount was in order to post this potentially useful information about using Game Style PBR textures in rendering engines such as VRay. (Important since there is a lot of art already created using game style PBR textures…
GGX does indeed adjust the roughness curve. Some renderers have specific expectations for map calibration, some just take a standard map. Here's the XML for Toolbag 2 export vs Specular PBR (GGX): <ProjectPreset> <UseMetalness>False</UseMetalness> <FlipY>False</FlipY> <Maps> <Albedo/> <Specular/> <Gloss/> <AO/> <Normal/>…
What Substance workflow + export settings would you use to get the best results in UE5 using the new Substrate materials? Mainly to prevent 'white fringes' problem that was common in the UE metalness workflow around gradual transitions between metal and non-metal materials like dirt and paint? So basically a 'specular' PBR…
Company and Project Starboard Games is an Indie Game Developer consisted of highly professional and friendly people; we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis…
Once upon a time there was a tool for baking ambient occlusion, Faogen. Somewhere in 2008 it's development stopped. But finally, it is back with new version. Faogen 3 is a complete rewrite with use of modern GPUs for faster baking with better quality. Right now it's only a pre-release version, which didn't include all…