I have been playing around with Rim Lighting, to get my normals to "pop" more. What is the standard practice to using Rim Light though? I have tried both Diffuse slot Rim light and Emissive slot rim lighting, as I have seen example of both. Has anyone had good results with either examples? And what typically yields the…
Hi! Overall the scene has a nice mood :+1: On second look, some notes: * Did you work off references and/ or concept? Would share those too, for context. * Proportions look a bit unbalanced to me. For example the beams holding the roof look massive in comparison to other elements, making it look very top heavy. The…
Depending on how your model is made, you might actually want to keep it exploded for the AO bake. For example if you have floaters on one side of your symmetrical model with mirrored UV's, you'll be baking the AO on both sides instead of one. Have a look at the polycount wiki for some examples…
more so thinner than thicker. In your latest image, you're kind of going a bit thicker than i thought it'd go, but it could be a stylistic thing? You can show and convey a lot more by using less pressure. in leiu of typing something out, here is a quickie expressionless paint-over example some other quick-search examples:…
Hi. I`m wondering is there soft or workflow for creating leaf venation procedurally. Texture or 3d model, doesnt matter. For example reticular venation: I know that it can me maid with voronoi cells, but i dont know how to seamlessly join little cells with big ones. Also how quickly add variation to veins thickness. Any…
Good Day Here :) Howdy! My name is denzophagee , and I’m a trained 3D Artist who specializes in industry-standard texturing, Upgrade existing avatar, Converted avatar and modeling from scratch With years of experience. I’m ready to help bring your avatar to life! I’m experienced with humanoid, mechanical and furry…
interesting that every now and then this type of thread and debate comes up. Personally, its not much of an arguement to judge a 3D packages capability because you can't see much stunning work out there. That's hardly solid proof. The simple fact is that often studios don't announce or shout about which software they use…
Even with good video tutorials you still run into having to sit through most of it to find info. They aren't easily searchable like a text document is. Maybe someone will create a system that transcribes text and makes the videos searchable but that doesn't exists... that I know of. It's easier to make a bad video tutorial…
I think that your latest rewrite touches on a very important bit: knowledge. As the game progresses, the player should get more and more hints as to how to solve the game. A way to 'autobalance' the puzzle difficulty, if you will. You should probably try to make it as enticing as possible to solve the game as quickly as…
thanx for feedback,sorry i have not replied sooner(had flu) I have attached examples of shoulder i am working on it is very much a wip but i am having major difficulties. Everytime i settle down to sort this problem i end up giving myself major headache.And it is not just this example all my previous works i encountered…