Hello, I’m trying to figure out by what means to properly simulate a 5mm LED bulb. here’s my model as yet: So far I’ve just kind of faked it by using colored sphere lights: but I’m trying to go for a realistic PBR setup where I don’t have to use shortcuts to get a realistic LED light source/material combination These are…
Iv'e decided to add 2 more pictures which shows the Base Color and the Roughness to give you a more in depth look into the scene <img class="emoji" src="https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png" title=":)" alt=":)" height="18" /> Base Color: Roughness:
Hello and Welcome! About the Project: This project is aimed to be 6 months with a possibility of long term. We are currently in need of someone who is experienced Unreal Engine for an upcoming M-rated game. The game is aimed to be stylized, cute, Third person, and gruesome. The target audience is set for 17 and up. More…
Thanks. I have done IDs before for in-game character customization. I wasn't sure if combining into one mesh would cause material bleeding for anything that is touching each other. So I take it only merged edges/verts will allow the textures to bleed over even if 2 polygons intersect?
Thanks for your concise feedback, Brian. 1. Ah, yeah, for the detailed render, I should have mentioned I withheld the skin pores because I was trying to figure out if a "bio-metal" person would have metallish skin or have skin pores despite the composition or a mix of the two. I won't go the Collossus route since their…
We're working on an RPG with 90+ characters, so we can't start from scratch with all the blendshape sculpting for each character. For now we're only concerned with male characters, which all share the same base mesh. Right now, all the different characters are set up as blendshapes of one rigged "neutral" base mesh. The…
Currently doing the Creatuanary challenge thing over on Twitter and I figured why not post here as well. I try to keep these quick/sketch sculpts and I'm aiming for 2 hours but most already got more like 3 hours. I'm using Zbrush and the Sculptris Pro mode, most are done with almost exlusively using my Fast Sculpting…
Work done for DeadMatter I was responsible for modeling / texturing and vertex paint of building and all the modular parts . Shader done by our team. Materials were done in Quixel Mixer / Substance Designer / Painter and Zbrush but Quixel Mixer was my main choice for this project because of fast…