Hi! Its looking better, really nice progress!. I think your fog is way too intense, its drowning out a lot of your details here. Its hard to find the right balance but I would say keep messing around with it, you want it to add to the overall composition of your environment, right now its taking away from what I thin is…
Hi Everyone, Please don't forget to check out my Game Music Mega Pack...it has over 1400 tracks (looping and standard) and is growing all the time. Users receive weekly updates as I add new tracks and expand the library. Here's the link: https://soundimage.org/ogg-game-music-mega-pack/ That said, this week's brand new…
Ruz: Yeah 500 in my previous post was just a random example number to show the math. For your eyeball example you would determine the highest value you want your spec power to be, in this case Eyeball = 120. The eyeball highlight would then be painted with value 255 white pixels and multiplied by a constant of 120 which…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
It’s good you mentioned this specific example. Objects can be setup to share UV space specifically so they can reuse the same material. This optimizes the rendering speed, by reducing draw calls. However, anything using transparency is usually separated from things without, and uses a dedicated material. This is because…
xvampire, I copied your xnormal example which created the following example. It caused my gloss map to go from blue to green. This leads me to believe the settings in your example are not the ones that are going to work for me? My previous cavity was white/black and that resulted in blue gloss. So, I adjusted brightness…
Nice blockout! I would suggest choosing your rendering system first, then set up the ground shader to work within it. For example, in Unity I would use a layered shader, and paint a mask where the water would be on the concrete. And add some clumps of dirt as geometry.
Hey there, I'm not sure if this is the right place to post this but as a first timer I'll start here. Sorry if this is the wrong place. I'm just getting started with 3D modeling (I've been playing around with 3DS Max and running tutorials through Digital Tutor) but before I go too far into it I wanted advice on the best…
Hello everyone! I created an extensive brush pack for Zbrush and other sculpting applications for creating realistic looking terrains. You can get the Brush Pack on Gumroad https://gum.co/URzUY Here are two examples of terrains created in under 5 minutes There are three types of brushes: Peaks which will add to the terrain…