Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
You really dont need to download some readymade for you stuff. Model a chainlink, put a few in a row. Render/bakea tiling bit. Use that on your low Or you might as well just paint it, really
sounds like a great idea, i would also say that splitting exercises into small chunks and sharing assets in-between would also be great. could be set-up like the concept tag, eg highpoly(?)-texture(?)-render(?)-finishedpeice (by ?,?,?)highpoly(?)-texture(?)-render(?)-finishedpeice (by…
Try to increase emission in view-port shader settings, check in glare and decrease environment map exposure in display settings or choose something but bright day as back image. Also you may turn ACES in dysplay settings tone mapping if you work for ACES controlled color pipeline to see proper color of emission in ACES…
This popcorn machine is a prop I created to work on my hard surface modeling skills as part of my journey to become a better prop artist. Tools Used: * Modeling: Maya * Texturing: Substance Painter, Photoshop * Rendering: Marmoset Toolbag 4 One unique aspect of this project was the popcorn itself. I 3D scanned real popcorn…
Getting ready for the season with a bunch of pumpkins modeled with Blender3D, rendered with Unity URP pipeline and baked light, textured with Painter and texture bake with Marmoset Toolbag. - Aender Lara
Offline renders like Vray will be here to stay because they render with pure brute force, no pun intended. They can force renders of wildly unoptimized scenes that other real time rendering packages will crash into oblivion on. Plus for in depth compositing, I don't think Unreal can split out all of the many render…
Hello! This is my first time posting here, I hope I get things right but don't hesitate to point out any mistake I make. I'm a 3D artist specialized in environments and in stylized 3D for real-time rendering. I love it when my work can run on a potato, hand painting textures bring me joy. I used to work with 3Dsmax, now…
The version I looked at wasn't on the latest designer and doesn't use a while loop. The progressive down-sampling takes the place of a loop. It may be hard to reproduce in blender. If this were a glsl/hlsl shader you'd need to render a texture for each downsample at least and possibly to handle some of the composition