Hey there ! Thank you very much ! Yes, I saw that at the end, I have a tendency to still being lowpoly on my props even when it's close but you're right, I should have put more polys ^^
Enviro work. trying to nail down composition and colors to get the right feel for each scene. for the panorama view here, I feel like the instanced trees in distance don't feel right. Perhaps an abstracted version should be used beyond a certain point or something. Just feels like a clash of style as many of these trees…
Blocking out, setup some spline blueprints for the tunnel, lighting seems like it's going to be a bit tricky to get it right and a lot of faking things.
Hello Ruz, Sacboi, Ashervisalis. Thanks a lot for your comments. It is a good point for the floor on the scifi environment.Metro station was made a few years ago and I loved working on it, inspired by one of my favorite game. So thanks for your words ! It confort me in the way I'm on the right track to find a job. And yes…
Ah sorry my mistake on that. Your right on that. Here is the zip file of the blender and the description. The top are the substance painter and curious if these are just normal baking issue that occur or just error. The Blender high poly is how it looks in blender high poly.
well it's a big difference between 4km+ terrain and 500m. It's worth messing around with at least briefly to see if its not the right fit for your own needs.
Ah yes, you're right, there are various diffuse lighting passes but not a shadows-only pass. And I don't think the shadow catcher registers in the render passes on the moment. If you can tell me more about what you're trying to do I may be able to give better advice.
Wish I would have figured this out sooner. Here's a simple way to make a walk cycle that doesn't require mirroring and will work with any rig and doesn't require plugins:* key walk cycle on one leg * set curves to infinity cycle * select keys in graph editor → copy * paste keys to opposite control * ensure pasted key curve…