Hey everyone, been working on an interior modular submarine environment to learn Blender. I'm moving from Maya to Blender, needless to say there were growing pains. I've been enjoying the software and have worked out a pretty decent workflow. I wrote a few custom macros and scripts to help productivity. I'll share after…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
It would help to hide the armature, so we could see the model better. It would also help to show a shaded wireframe. Did you create this model, or did you download it from somewhere? I ask because the rig complexity indicates a decent amount of experience, yet you seem to be asking a more beginner-level question. This info…
Okay, I'll go in and give them more definition to seperate out the materials. I felt like the beak and body where too close to roughness and am working on toning down the roughness on the body and maybe even adding a plastic like roughness multiplied over the beak. I'm not quite sure what you mean about not making the body…
Hello everyone , I have made a broken wall in maya using a brick texture and set the tiling inside maya to 1.8 in both U and V , went to unreal and done the same setup with texcoord also tile 1.8 and there was a mismatch in the tiling that is most noticeable on the individual brick models on top of the wall , if anyone…
I have been learning 3D art for about year and a half now so there's still a lot of practice and things I have to learn but I was wondering if you guys could take a look at this and give me some critiques. I have just recently gotten comfortable doing high rez meshes and getting normal maps from them so this is me trying…
Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
Hello everyone. :) I have started a new environment project. The setting is a research outpost, with visual inspiration drawn from Mass Effect: Andromeda and Fallout 4. Combining sci-fi structures with signs of decay and long-term exposure. Goals for this project: * Create a wide range of modular assets and props to…
Hello all. Up till now I've primarily been a programmer, but now I'm trying to take a leap into the world of 3D modeling. I've been looking a this PBR stuff and it's quite cool. I went ahead and threw together a barrel using Blender, Photoshop CC, and Legacy dDo and I kind of like it. But. The metal looks off to me. My…