Some further tweaks to the post process and lighting - since I'm still running the same hard-ware that I had 8 years ago it seems like I can't utilize all new UE5 features (increasing the light source angle will cause major dithering artifacts), but I managed to get a slightly cleaner result. Trying to avoid any color bias…
It's OK to include a link in your post. Feel free to edit it. We have lots of tool makers sharing info on their tools, and asking for feedback. All we ask is that you post updates within the same thread, rather than cluttering up the forum with new threads each time. I'll move this to Technical Talk, where tools threads go.
Salary Range: $150–$400 per concept (negotiable based on detail level) Optional royalty sharing in exchange for reduced upfront cost Job Description: We're seeking a fantasy concept artist to bring our original ideas to life as visual references for 3D sculpting. This is for a line of high-detail miniatures used in…
Please use image upload services, like hostr or similar, there are tons and it just takes seconds Can you post a reference ? The form looks kind of strange and out of proportions What I can tell for sure is that your edges are razor sharp (because your highpoly is way too sharp, you need soft edges, even more soft than…
to different scales in density details, some patterns are way to big whereas some details or patterns are to tiny in scale. Also most corners are to clean and super sharp like 3d graphics polygon sharp. Add some dirt or darkness spots there in the texture to make it blend in better together without giving the impression of…
Which mipping are you referring to? Are you using .dds with mip-maps or some uncompressed format? Maya's realtime resampling tends to give quite blurred out results at distance. When it comes to the cube maps usage those mips are explicitly controlled by the shader to get the blurred/sharp reflections feature, i.e. they…
Looking at your flats there are a few things you're missing. You aren't defining the planes of the texture clearly. Everything is smoothed together. It's ok to have sharp edges on a texture to define something on the texture. You are not working sharp enough to warrant that resolution. Like natetheartist said knock the…
There's always this Sharp 3D monitor, which actually does work and doesn't need special glasses or anything (although you do need to keep your head very still in the right place for it to work). http://www.trustedreviews.com/displays/review/2004/12/29/Sharp-LL-151-3D-3D-LCD-Monitor/p1 My brother trialled one out at work…
POST-MORTEM "Greetings from Blizzard Entertainments World of Warcraft development team and University Relations representatives! Thank you for participating in the World of Warcraft Student Art Contest. We appreciate your hard work and your interest in Blizzard Entertainment. Judging for the contest has concluded.…
Hmm. i didn't think about lerping a gloss map. Right now i have a mask texture with each channel (RGB, no alpha) being a different "material". And yes, Just lerping different constants. The exacts being 9 (grip) 20(slide/Matter shiny things) and 40(glossy metals). Just random values i pulled out of nowhere :P The plan was…