Hello everyone :) This is my latest finished piece, tried my best to make it as realistic as I could but would love to get feedback on what I could improve.
Sorry for the super late answer, even tho you have probably already found an answer, I'll share my 2 cents =P The current project did have a stone kit planned in the first post but I've then proceeded to use a trim-based solution like this (1 pic.) and I've mapped it to Arches and other similar details, to add more…
post them flats. Got a ref? The bolts on the metal aren't bad. Kinda have a realistic haphazard look. Tricount doesn't matter as much as how well you used your polygons. Wireframe shots will help judge this. I'd trim it more, metal trim across the bottom, and lid edges. Handles on the sides aren't a bad idea either. Wood…
teaandcigarettes: Thanks! :D Yeah I need to do that soon before i forget ha. This new texture set has a reflection cube map applied to it so hopefully you can tell with the ground grating. I made a new trim texture set to give some variation to the ground and such. Up until this point the whole scene apart from the monitor…
This is one of the reasons I hate using atlases and prefer to use tiling textures and trim sheets. you have way more control over individual materials and can quickly push material definition a lot easier, and you can make a larger variety of modular pices and kits with only a few tiling materials. Atlases really limit how…
Niche example: old-ish game moves to new engine or you are making enhanced edition. Doesn't happen that often, but when it does, you are sitting there with hundreds of diffuse textures that need normal maps now. Possibly also roughness, metallic etc. Recreating them properly in designer would take too much time/money.…
Hey everyone, I am a uni student currently working on a project with some friends in UE4, and I have been working on a master material to provide us with some easy variation and functionality across the board. I'm primarily a 3D artist but I have been teaching myself how to work in the material editor for a while now, and…
Hello everybody, I'm experiencing an issue when I export displacement maps from zbrush. It seems that the software can't catch deepest details. Let me show you some images to be more clear: This is a close-up of the high poly in zbrush, but when I link the map in maya and try to render with arnold, what I get is this: As…
Hi, I am unable to select the camera outline in Blender suddenly. I have tried adjusting the clip start length and scaling the camera up and down, did something change in Blender? Thanks