I am pretty certain there are Matcaps for zbrush that can replicate this style and if not wouldnt be crazy complex to replicate. But yeah its important to test things early in as close as final shading as possible. These days you could possibly also just send a slightly lower subdiv level into your engine of choice and…
Pushing forward is a great idea. Your flat greys are really throwing the lighting off. Can see how your stonework could use more lighting, but throwing more lights at it is overblowing your whitebox materials. You might consider tuning your white material in the meantime so you can pump up your lighting. Other than that i…
I re-worked the Lighting of the V8 Interceptor I made months ago in Unreal Engine 5 model made with ZBrush Maya SubstancePainter 3DSMax Full Project at https://lnkd.in/eHMzU78Q
The way I’ve done animated skyboxes is with a custom shader setup. This avoids performance problems from overdraw, makes sure skybox lighting is confined to only affecting the skybox, and generally optimizes everything. Because skyboxes can cover a significant percentage of the screen. A video here, using a custom engine.…
Different shaders use different specular lobes. Disney GGX is a commonly used one. Im guessing that’s why you’re seeing vastly different reflections at glancing angles… tools are probably using different ways to calculate how a roughness value will scatter the “rays” of light, and simulate the scattering of light that…
oh niceeee... this is looking very comfortable :) I'd say maybe on just the horns, add another pass on tonal value... push the brightness just a tad bit more so it's not the same values as the handle since its looking a little bit flat to me... also maybe add some rim light values coming from the bottom up along with…
For panoramas, you're going to stitch together multiple shots. A wide angle lens is good, but fisheye lenses are sort of overated. You would be better off getting a very wide lens that has little distortion, instead of a fisheye with massive distortion. You get a large view with the fisheye, but the corners are very warped…
Thanks for checking it out! The chair doesn't have a high-poly bake, but it has a slight normal map for the wood that I made with NDO. The edges all have a two-segment bevel, which is probably a bit extreme (it's just under 5k tris) but there aren't many assets in the scene and it's kind of a focal point. With the bevel it…
I would definitely try to solve the BSOD issue. Building lights in UDK is a requirement for good bounced lighting. I'd increase the AO a little and maybe make the pipes silver and reflective. A slight cubemap in the bricks, floor, and the bottom of the door will be good too. If the door is the focal point, I'd do something…
Hello everyone, I'm making a new piece for my portfolio and I'll be posting here to show my progress and hopefully hold myself more accountable. The concept is by Taras Kuznetsov https://www.artstation.com/artwork/bg3DVg?collection_id=702593 The goal of this project is too: - have a full character from top to bottom with…