An environment diorama of a bathroom I just finished. Modeled in Maya, textured in Substance 3D Painter, with the lighting and rendering done in Unreal. I was partially inspired by the game Stray for the overall color scheme, but I decided to go for a little more well lit space as lighting is something I've struggled with…
Jean-Pascal - Thanks man :D I'll post a pic below of the shader settings I used for the skin. Slosh - Thanks alot man greatly appreciated, Ya After looking at the eyes I forgot to do a bunch of things on the shader and to push the eye textures further, I did model it like a real eyeball with the oputer shell and all that I…
I AM NOT DEAD YAY! So where were we. Phase 006: Retopopo: Topology is one of those things that tend to be a fine balance of what looks good vs what works good. After studying topology, I came to the conclusion that it all depends on your rigger and animator. I was unsure what pose I wanted and tried to plan it out ahead of…
Dont overdo the postprocessing like you did in the last picture, make it more subtile, shadows and lighting without overly ambitious usage of bloom are the way to go to add depth and moodd to the sceene. I also suggest to use warm colors (I assume you did that for the last one?) Crate are fine, n88tr. Also I suggest that…
are you using a gamepad or the mouse to click on the buttons ? and how far did you play before the menu broke ? or did it break on the splash screen? we wanted to add that but didn't have the time :( so that her face and the item are not covered by the conversation backdrop ^^ (which has to be there because unity doesn't…
Hey all, I was just wondering if there is a way to apply a texture to just one area of the uvs without relying on a mask in Ddo. Basically, I want to add a checkered paint area over the top of just one area that shares a material ID with other surrounding areas on a Warhammer 40K prop I'm doing. Will I just need to do this…
3DKyle: Thanks! :) I did add some SSS kept it pretty low though I kept going back and forth from less or more and at the end balance of the shot was more important did not want the ears taking too much away from the scene. Gazu: Yep I have the one I did for Gnomon, but I also have a few free ones linked here.…
Sweetness! I mainly use dDo for fast material definitions with appropriate gloss maps on them. But for initial dings, abrasions and scratches, I hand paint them manually then feed it again to dDo for a more "post-process" little dirts and blemishes. I did it on my recent little pieces. Haven't done it on my guns, though…
Decided to add the Plasma Caster to the model...it wasnt the same without it. Along with this and other fixes, new SDK soon (same layout but **SOME** pieces moved to use space and to add plasma caster) http://www.n00bstories.com/image.fetch.php?id=1320824667 http://www.n00bstories.com/image.fetch.php?id=1196425219 MOP and…
Actually true. While modeling, I started it as a quick one. So rather than modeling it from a single cylinder, which is the method people use to model one. I kind of created it with separate planks. This way it became like this. Rather than having a perfect round shape, it's having that 16-vertex polygonal barrel. And…