Hello everyone! I decided to test myself and the model of the Magpul CTR buttstock.I assembled the model in Blender using Boolean operations, and polished and added chamfers in ZBrush.I painted in Substance Painter, and also drew and transferred the inscriptions and icons via Photoshop.I made renders and mini-animations…
Thank you! I wanted to add a bit of shading on the albedo but I didn't want it to to overpower the main lighting. The subtle shading also makes it look less flat in shadowed areas in game.
This project was created mainly to practice making trimsheets as well as creating something that looks nice and inspires me , after a lot of research my pick was Jaipur city palace door , i wanted to make only 1 trimsheet that includes as many details as possible to see what i can build with it , i started modeling the…
Hi This issue has been a reoccuring problem that I've not been able to figure out and was wondering if someone could help me? For a clothing asset I've made, I've followed this workflow on getting clean topology and UVs from Marvelous Designer to Maya/ZBrush…
I've noticed it a lot in recent games like Oblivion Remastered, God of War Ragnarok, etc. The modular meshes have thickness for some reason, even if they are tileable or unique. But some games like AC: Mirage have all their meshes thin. What's exactly the point of thickness here? Example from Ragnarok
Tried this method and the hair looks much better. The only thing that looks weird, hair seems to lose details when zoomed out even with Far Opacity, and it became lot lighter in color, almost like solid color in full figure MRQ Renders.
Hi! This is my first post, so apologies if it is not formatted ideally. TLDR; I need help finding a method to rig a character's shawl/cape that follows their arms beyond basic skinning. Any suggestions, tips or explanations on a driven joint-based shawl set up would be very appreciated! I cannot use nCloth or nHair…
And finally the work is done. Here are some of the final renders: More renders and a thorough breakdown can be found in my ArtStation post here: https://www.artstation.com/artwork/L49ZxA
Hello! I've been informed about the use of the index of refraction for opaque materials such as brick, and I'm curious about how they apply it in Unreal for opaque materials. Should I configure it with the same settings as glass, like using Translucent and fast forward shading? I haven't come across many tutorials on this…