Hey everyone, I recently started a YouTube channel called **Nexus**, where I share educational tutorials focused on Blender — and soon, After Effects as well. Here’s one of my latest tutorials: ▶️ [Modeling & Shading a Realistic Coffee Kettle in Blender]( https://youtu.be/i5WZxlrTWo8) I'm trying to improve the overall…
Does anyone know if UE5 still only uses the matelness workflow. And not a PBR 'specular' workflow like that in Marmoset? Metalness is severely restricted in materials where dirt and paint partly blends with the metal surface. Substrate seems too complex, because you would have to create layers for each material instead of…
We're developing a short animated film and building it through community collaboration. The story follows Arthur, a determined pilot racing his rickety spacecraft through deep space in a high-speed attempt to become the fastest man alive. The film runs just under 2 minutes. Characters are fully rigged and textured, and…
I am modeling a house, and the side wall measures over 4 meters in length using trims for texturing. I was curious if that is acceptable for a modular set, or if there is a maximum length requirement for games? I'm simply creating an exterior for a student project.
People keep mentioning Discord, but I’ve been using Reddit more. Information is easily searchable and there’s separate subreddits for things like ZBrush, Substance, Unreal, etc. The problem is, Reddit seems to attract a certain type of user. Something about the semi-informal moderation with community members policing…
I can't speak to traditional, but for digital sculpting what helped me improve is documentation and consistency; it's difficult to gauge if you've improved, and by how much, if you don't have before/after images. Improving is a physical transformation, much like working out. You're remapping how your brain thinks and…
I'm a 3D
character artist with 10 years in game development. I've worked at multiple
studios and recently switched to freelance works. My specialty is
photorealistic human and monster characters for game that require immersive aesthetic with
details that’s hyperaccurate to real life. I also have
experience in game…
I do "reload" in library for each texture separately. then open updater window , hit refresh , then update all. A huge pain in a... especially if you work with Designer and output materials as textures constantly . It's much more time-savy than using sbsars which never work properly . I'm using Painter not that often .…
i did this primarily because I'm going to need it at work on monday but it's a neat enough trick that it's worth sharing here generally speaking I don't do a lot with fx-maps. most things can be done better in pixel processors if you apply enough maths but in this instance I will need to take advantage of their inherent…