Thx dude ... the problem is like the one posted by bugo. Just as if you made a planar proj from side view, than the plane would show lines. But nothing hard to solve, save , reload :o ) ... and surely is this relevant to my drivers/cg don't you think. Like the problems I had with the cg from Ced ... mostly spec/env maps…
I think u should not worry about materials appearing flat from far. That is how it looks like in reality after all Just check other games that use normal bump in levels. I think it is good to make bump just slightly stronger than in reality. What concerns portfolio, I think that what`s most important as for env. artist is…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
Hey Vlad, this tower environment is really coming together, got a few crits for ya that'll hopefully help it come together even betta :) - Use less black in your textures. Right now you're getting a lot of black in the scene overall, even though it's on top of a tower outside, where there's light coming from almost every…
Was this ever available for download? I shoot videos in this factory, and would love to have a 3D asset of it to play around with if you still have it!
Hey Paul, thanks for the answer and don't worry, that was definitely quick enough. I guess doing texture color changes through the shader first is easier than doing it in Photoshop every time. Still the hardest part for me is getting the postpro colors right, the new LUT system is so versatile that I can barely handle it.…
You can tighten up this layout a lot, and get it all on one page without scrolling. The header, you have three of them for some reason (the one with your name, the nav bar, and then a welcome). Put your name and position in the nav bar and remove the welcome line. This will reduce a lot of wasted space. The brush-masked…
I’ve had an interest in 3D for a long time but only recently took the plunge. After taking some courses, I dedicated the last 4 months to one big project: recreating and tweaking a kitchen environment I found online. My Workflow: * Modeling: Blender * Texturing: Substance Painter & Illustrator * Rendering: Unreal Engine…
Hi, first post. This is a render based off liminal spaces. I modeled the items in Maya, textured in Substance, and rendered in UE5. Assets were used from Nimble Weave on Ko-fi (pool toy texture), stylized floor material- Changelog on Fab (floor tile texture), and the wall and pool textures are from Quixel. Any other…
Thanks Hynocube! Yeah, more fleshed out bits of storytelling would have gone a long way in the environment, I agree. Those ideas were all things we wanted to do better at (and are all present in limited, not really impactful ways) but didn't end up working out. Our original plan was for larger rock props to be more unified…