Hi guys! I would like to share my latest project, a fan art of Miles Morales from the new movie. I tried to create an action figure, keeping a simple and cartoon style. The model is done entirely in Blender and rendered with eevee. Probably it will be the first of a series of different spider-man. Let me know what do you…
DroneCam is a free Blender addon that lets you control the camera like you would a real-life drone using an Xbox 360 gamepad as input. Damn bro, you still animate the camera manually for aerial shots in Blender? #blender3d #b3d #addon Compatible exclusively with Windows, DroneCam enables you to add a drone to a scene,…
Hi Guys, I was hoping for some feedback on material shading, as it's one of my weaker areas. I modelled an old General Electrics cooker and was texturing in Quixel. Some caveats to what I'm doing, I guess i'm open to any feedback beyond the material settings if you deem the approach to be wack. 1) the geo in the renders is…
Old dog (3D), new trick (modelling for a shader pipeline). I've been going through the wiki re: modular environments. It's time to put something into practice. I've tried to show my understanding through the images and questions I've posted. The model is approx. 110ft wide and 107 ft tall. Legacy texture is 1024x512. It…
either way you mentioned would work. pretty sure this is hair cards in the image. marmoset has pretty good dithered opacity that looks nice for hair cards. they have at least a few great tutorials covering character rendering from skin to hair on the website. it's a great resource even for general tips beyond marmoset use.…
Say I have a mid-poly model, that was made out of a high-poly one. I don't have the high poly one, only the mid-poly. Say I want to make a low-poly model out of my mid-poly one. What is the best way to bake normals for the low-poly model? Here is what I tried: 1. 3ds max Render To Texture _NORMAL MAP_ from a mid-poly model…
Hi I am working on a small topdown shooter project and I am experiencing some fairly harsh limitations of the unity lighting system that I am wondering wether can be circumvented or not. Currently my only option is to Work in forward rendering as I am using Shader Forge for my shaders and unfortunately Shader Forge does…