Hello Deadtom, i am a 3D artist who has mostly worked in architectural projects but as a hobby i have also made models/scenes for unreal engine and unity even though my portfolio is mostly interior designs... i have recently taken interest in game development and i feel like working on an indie project in my free time…
So good start on isolating the post process to the interior of the house, it will give you some greater control over the interior and allow you to isolate lighting scenarios. Totally dynamic lighting is fine and sometimes necessary for large scale areas that cannot be baked obviously so no real issues there. What sort of…
Here is a test bake of the treads. The on e on the left is what I modeled and unwrapped the first time. It had 332 triangles. I optimised it and created the one on the right: 290 triangles. But there are 180 of these in total, so that's 52,200 triangles in total... just for the tracks. I came across a thread where the…
Hi Sakis! I'm from Greece as well :) After taking a look at your portfolio i would say there's a consistent problem with lighting in your scenes, and that is bringing them down by a lot. Fixing these issues would hugely improve your pieces with little effort.I will try to address them one by one so bear with me. Note that…
Finally posed this guys with Maya. Create some environment for complete the scene on Sketchfab and set-up another one in Marmoset Toolbag for detailed renders. All the textures was done in the Substance Painter and I first tried the realistic PBR pipeline there. The final low-poly model of Hellknight is contains total…
Scalable Muscle-actuated Human Simulation and Control(SIGGRAPH 2019) I was thinking this could be really useful for character muscle-accurate movement, particularly in regards to damage from weapons. https://youtu.be/a3jfyJ9JVeM?t=295
Hi Guys, I'm done with the low poly of my model after it takes about 2 months (FINALLY) It really took me quite a while as I try many things and also fix almost every armor parts that I made in Zbrush All model including the hidden parts take almost reaching 60k Tris, normal version is about 50.5k while the berserk version…
Camera mapping http://help.autodesk.com/view/3DSMAX/2020/ENU/?guid=GUID-DBA6ABCC-86FC-47F9-841D-29D8A84086A6 Be aware though, this is a really backward way of doing it, slow and error prone. But, you might like it.
You need to switch the shader in substance painter to "PBR-metal-rough-translucent" in the shader settings menu: https://docs.substance3d.com/spdoc/shader-settings-29130769.html