Indigo, the character to represent my Game Engine The Push To Build "Indigo" Engine. A creature I am calling an Identity, Identities will be an extending feature to the engine for peoples Gamer Profiles. Similar to an avatar from XBL. I know its nothing amazing and the texture is fairly basic, but I'm rather happy with it.…
Hello everyone, (UPDATE! Axon Runners goes free to play!) Our game was just released a few days ago. Check out the trailer! [ame=" https://www.youtube.com/watch?v=JGVsKafWOVg"]Axon Runners Launch Trailer - YouTube[/ame] I was in charge of Art direction for the project. But I also did a lot of the level lighting, particle…
Hello ! I'm making a new project on Substance designer : A floor covered by coins. But I have an issue on my gloss and spec map. (I'm usually Metallic/roughness but since it's for my portfolio and my render is made on Marmoset, I experienced something new) The tail and head of the coin are both on two differents graphs,…
I'm currently modelling lots of buildings for the background objects on race tracks for real-time rendering. But I've been struggling with buildings a little, especially getting nice glass windows. I'm trying to do the building fronts as just a flat surface with one PBR type shader/texture. So no actual interiors, just…
just reworking some older stuff. really digging blender these days. I was a bit inspired by a wesley snipes model I saw recently , so it kind of proved that blender is totally capable these days https://blenderartists.org/t/blade-wesley-snipes/1548398 but my post is more about displacement maps which have really been…
Hey all, we're hiring for a few positions here @ Threewave for some up-coming projects. The company is located in Vancouver, BC. Canada. The company is dealing with the biggest names in our industry right now and are looking for some prime talent. Here's the positions we're looking for: Software Engineer Successful…
No, there is still some misunderstanding going on. You just can't load a desaturated normalmap as part of your diffuse and expect a seamless result - doing so will *always* create difference in value across UV seams. That's why one just can't paint some "normalmap blue" to smooth out a shading seam - it doesn't work except…
@b_beauchamp those materials are really nice, the detail and grunge are super crisp and readable. @Donato liking that dark grungy atmosphere you've got going on, it contrasts well with the plant assets you have in the scene and makes them pop. I've fallen wayyy behind due to personal life issues so I need to spend a few…
Looks purdy! Crits: - I think the texture should be just a little less saturated - A little faked SSS never hurt anyone ;) - Even if you think that a trimmed haircut suits your character, id advise against it. its usually seen as an excuse not to get into hair and alphas in general. As a portfolio piece or a practise…
The best think you can do is observe the materials you want to recreate. I am definitely not the best person to explain this but i will try any way:Specular - brightness determines how strong your specular is- if it is white it will be very strong if it is black - there will be no specular. Gloss determines how wide the…