Hi there! I had the time for a bigger personal projekt over the last few weeks. My goals were to use existing concept art and turn it into a 3d model. I wanted to practice hard-surface, get some experience in substance painter, create a complex but easy to use rig and finaly present it in a nice way. I choose this vehicle…
Scene I put together for an art test for Camshaft Software (Camshaft gave me permission to post this) I had a lot of fun making this, any crits welcome :) Here you can see how the fresnel effect is used to dull-out the displays. the oscilloscopes fade out, the table LCD has a low field of view, and the CRT displays have a…
Scene I put together for an art test for Camshaft Software (Camshaft gave me permission to post this) I had a lot of fun making this, any crits welcome :) Here you can see how the fresnel effect is used to dull-out the displays. the oscilloscopes fade out, the table LCD has a low field of view, and the CRT displays have a…
I feel your pain. A couple years ago my house was struck by a positive lighting bolt ( http://en.wikipedia.org/wiki/Lightning#Positive_lightning ). I'm no stranger to close lightning strikes, as we get some pretty decent thunderstorms here, but this was unreal. I'm fairly paranoid about lighting, so I'll usually turn…
When you export you don't export 'texture tiling' settings, you export UVs. So, you shouldn't need any coordinate adjustment in Unreal if you've got it looking right in Maya.
Hi everyone, Just wanted to share a project I've been working on—a stylized, modular medieval city built for Unreal Engine 5. My main goal was to achieve a vibrant, anime/Ghibli-inspired aesthetic while keeping everything extremely optimized for real-time performance. Everything is modular, from the structural pieces to…
One more thing to add on lens speed is this: When someone refers to "poor light" or says that "a slow zoom is bad for poor light" often times poor light refers to anything but decent, natural outdoor light. Indoor lighting is almost always poor light, unless you have a lot of natural light at the right time of day, bars…
Yes. This. Your progression is night and day from the last shots, keep it up! your interior space is looking a little dark - I have my brightness pumped too. Place a few low intensity lights sampled with a mid tone color of your main light source as some faked bounce lighting with shadows disabled. It will make your cloth…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Linear and quadratic and other kinds of falloff won't be important things to worry about until ray tracing and ray tracing-based radiosity calculations start to be done in realtime in games. That's when games will actually start to become photorealistic, and that's when we'll need to start to worry about representing…