If i understand this correctly you want to change all textures but not with some internal settings (nowadays maybe with nodes). So maybe with some node based images processing tools.. like for example mentioned here: https://www.pixcores.com/2022/01/4-free-open-source-node-based-image-editor ?? So you can use the same…
The Advanced Foliage Interaction System is a shader-based foliage interaction system. Using the Pivot Painter 2 tools and custom functions, the system fakes physically accurate collisions with grass and plants using Vertex Animation. The system comes with 3 Foliage Archetypes (Short Grass, Tall Grass, and Advanced…
I've watched ctrlpaint a few years ago, probably should refresh my memory haha :)) It was really awesome for learning. I was however wondering if maybe there is someone that made a tutorial course directly applicable to 3D art? As in doing 3D scene while applying and explaining art fundamentals. I can't really find many of…
As an example, I create models for public use, as part of my work for my employer. These are meant to help developers develop new material standards for WebGL and glTF. * https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/GlamVelvetSofa#glamvelvetsofa *…
Hey all! Is anyone planning to take part in Pwnisher’s new DRÆM SEQUENCE challenge? It kicks off Saturday 31st Jan at 5pm (2026). I’m probably being a bit delusional, but I think I’ll give it a go even though I have zero time. And I will try my best to get my students to take part. :) Here is the challenge page…
Model look good overall. I would remove some of that noise dirt. Try to think how this mech was destroyed, for example he should have more dirt/scratches on the lower parts and be more clean on upper parts. For the lighting and presentation I would avoid to use that strong DOF. If you are doing some illustration, cinematic…
I remember attending a talk here in the UK from a games company who covered this area pretty well. They made a whole presentation based on what applicants were sending in - showing the do's and don'ts. Basically they stated that using someone elses work (such as fan art) was acceptable but you open yourself up to more…
Glad you got it working. I've started writing up a sort-of tutorial for setting up Modo for game art work, which so far covers: Setting up pipelineIO (inc. setting hard edges by uv borders in modo) exploding a mesh creating a cage basic form and input editor stuff Baking selection/colour maps baking diffuse info (Possibly…
I am not exactly sure if the football analogy really works here, but that's a detail :) To go back to the main point : it's not so much about "knowing how to draw" but rather about identifying where you want to go and what is the most efficient way to get there (bearing in mind that "efficient" does not mean "easy" :) ).…
Thanks a lot for your input guys. @Xoliul Ok, that makes sense that what matters more in the end is the material complexity rather then the actual vertex color data. @jeffro Instance was maybe the wrong term to use. I was just trying to diffrentiate between when the vertex color data is exported and saved in the model…