i think you have to define who the user is before you can make a real comparison. the needs of a single artist rendering turntables for there portfolio is vastly different then a studio pipeline that consistently has to render huge datasets at 4k+ with a large assortment of custom shades effects and displacement. for the…
We are on the verge of quantum computing becoming a reality very soon, Microsoft is already trying to educate people about the changes that are coming. https://www.engadget.com/2017/09/26/microsoft-new-coding-language-is-made-for-quantum-computers/ What the shitty computers did for the analog world in the 40's-50's, we…
So I've decided to take the leap and share some stuff I've been working on. I'm relatively new to UE4 and Hihgpoly hard edge stuff in general but figured might as well go big on the first try. Tools used; Blender/knald/substance painter for mech Landscape; Megascans,Substance designer, Photoshop,NDO,Unreal Fauna;…
Hey, here's my latest weapon: The Kriss Vector SMG I've been hard at work, to make this the most realistic & accurate weapon yet. So I created the weapon from tons of references & also modeled almost all of the interior. The weapon comes in at about 9k polys & a 4K texture sheet - PBR of course & in 4 versions: 1. Clean…
A 80's Wurlitzer style Jukebox moderately used in some Dive Bar. I've been meaning to make this prop for a long time. Growing up my childhood was filled with listening to music in the Bar my mother tended to. I spent a lot of time studying and re-creating a lot of the detail considering that there are many iterations of…
I am struggling with an issue when exporting to substance painter. whenever I export my model into substance and bake it, all the world space normals have discontinued UV seams, this means triplanar projection and smart materials all have seams as well. I have been trying various methods to find out how to get around this…
I'm having a bit of an issue with decimation and using it in a workflow that I've picked up elsewhere. Generally what I'm trying to do is create a mesh in Zbrush (say for some cliff elements in this case). I have it all sculpted, I decimate it and I want to port the mesh over into max at around 550k triangles for normal…
Hi all!So I recently have been working on an asset for Unity that involves a bird like creature that I created the majority of it in Zbrush. And here where it gets tricky, maybe Im over thinking it, I am trying to do the textures and trying to find the best way to do so. I really wanted to be able to use Material IDs for…
So I've read a thread by visoutre about all kinds of problems with baking normal maps in xNormal which was posted a few years ago, but the solutions given there weren't that much of a help to me, so I assume that I am doing wrong something else. I fastly modeled a cave like thing in ZBrush and exported the High and the Low…
Final Submission Story: Boldrin - The Beast Boldrin was a traveller, he travelled the whole world far and wide, wandered everywhere and saw hundreds of thousand things. But happened once, he found something that was even more beautiful than everything and what he never experienced before.Love. He fell in love with a…