I think that's a good overall plan for the modular pieces, but I see some areas where regular tiles could be used and save a lot of texture space. You shouldn't uniquely unwrap everything (at least not for the diffuse, if you decide to light maps that's a different ball of wax): - The bricks in 5, 3 & 14 could be done with…
Wow, this is incredible! My first thought was that it could easily be mistaken for an actual shot from the movie. 😮 The attention to detail, especially the subtle wear on the books, is really impressive! I’d love to see a few closer shots of the individual props, there’s so much craftsmanship here that deserves to be…
Hey Eric, thanks for the feedback. Yeah, you're right in that it may be a tad on the dark side. The lighting and Post Processing went through a fair bit of work till I settled on this. I was trying to give the scene a bit more depth and oomph by nudging up the shadow intensity. I might have over cooked it somewhat! At this…
Beginner learning Houdini and sculpting/texturing. This is my first project. Created the shark in Zbrush & Substance Painter. Houdini ocean spectrum and vex used for gobo lighting. Rigged using a custom procedural utilizing pops calculating trajectory of particle paths, and a deformer solver with some vex. Rendered using…
To be honest it doesn't feel like Guild wars at all, the only way I associated it with GW was because you said it was. There landscapes seem much more colourful and vivid I've played that game inside out and I don't feel those images say GW. Try looking at the pictures of their landscapes a little more. I'm getting the…
Nice looking model! There are couple of things that I would maybe do differently. 1. When you are using specular maps in PBR you want to use very dark colors on metal parts in your albedo map. Metals will reflect almost all the energy so doing this will keep the metal feel alive. Metalness maps are much easier to do and I…
Yes, very helpful if I'm honest- you've sort of persuaded me to start again somewhat. I've sorted the problem I was having before, it was my error (of course, as usual... noob!) basically before I had set the custom vertex normals on the leaves and then attached the trunk to the leaves, which reset the custom normals I'd…
AO is a simple (not physically accurate) rendering technique that will darken any surfaces that are near to other surfaces. AO typically produces something closer to a dirt effect than a realistic lighting effect. In ray-tracing mode, global illumination is used instead - this accurately simulates how light bounces from…
I'm currently trying to build a 3D Environment of some of the scenes from the show RWBY. It's a 3D Anime show from Roosterteeth. The style they use is a mostly single colour or slight gradient with light texturing in places. Here are a few screenshots. They don't seem to have any actual shadows and just have and variation…
https://www.artstation.com/artwork/BX1ZPz Hi there! With this blog, I want to share my progress on a project I made. The goal was to have a Tomorrowland themed cinematic video of a book. I am now improving the project by applying the feedback that I received. Feel free to add your own feedback in the comments! Final…