Indeed it is. You can make global changes by finding the post process chain (just search for it in the content browser) and adjusting the AO node. Lots of control including intensity and fade distances. Well, you're seeing a few things there. The reason the wall looks as if it has so much AO is because Lightmass also bakes…
I'm not sure I understand what the difference between method 1 (decals) and 3 (polygons) is? If you're going to be close, and it's not something simple, like a tiling line, use decals (polygons for the lines). Give them a chipped paint alpha, and lay them out however you like. Alternate methods I can think of: 1) 1 giant…
That's a definate improvement, it looks more realistic from a texturing standpoint, also theres some nice details in the back. And as for your question, I wouldn't use tileables on props, just buildings like this. Tileables should work for pretty much all architecture you are doing, but it requires more texture memory to…
Why dont you try 3d to 2d work flow .You could set up a camera as you like it use preexisting speedtree model render it with alpha if the tree has a good silhouette its going to work just fine after that you could apply any number to filters to turn in to more painterly look if that's what you are after , no painting…
Hey! Your works look promising so far, but there is nothing really up to par just yet. I see that you can interpret shapes and model stuff with a decent amount of detail, but you need to push it further, at the moment the bakes on the props look very flat, almost as if there was no HP bake. The textures look very…
Because clean (or, clean enough) UVs are just as important as clean enough geo. If you believe that the process is is a pain in the ass, then that just means that you haven't yet gotten used to creating your geo while thinking about your UVs all at the same time. If you do, all your seams will be planned and placed as the…
There's a lot in the comments that suggests that that program with an outrageous subscription price is a scam and the models are being made by actual artists. Though wth regards to stability for 3D artists, I am thinking it comes down to what you do in the studio and how creative your work is. In AAA for instance from my…
Independent and self driven Environment Artist/Entrepreneur with a broad skill set. 4 years of professional AAA development and 1+ year of start-up experience. Several High-End projects under my belt. Additional experience with VR/low budget art production. Fluent with both hand made and photogrammetry based pipelines…
Hi, a while ago I started a new project for my portfolio. For this I wanted to design and build a modern day combat walker (aka mech) and place it on a small diorama base. The mech should be based of current day military technology and style (think of a mech version of a Leopard 2 or an Abrams). I used modern military…
Hi! My name is Joe Whynn, I am an United States based 3d artist who specialize in stylized environments and props. At the moment, I am looking for full-time/part-time freelance and contract work. My service fees will be negotiable. Details about me: Software Specialty: Maya 2020 Photoshop ZBrush Substance Painter and…