You're a talented artist. It's nice to see some creativity in the execution of environment pieces. My only complaints are with the floor and the overall lighting of the piece. The floor is noisy and too dark and overall I feel the dark areas get a bit too dark when compared to the vibrant, saturated colors you're using in…
Stromberg09> One idea is to render a second diffuse pass with geometry having reversed normals, if your sampled surface is being lit from behind you check that against a "depth" map as you speak of and if the sampled area is "thin enough" you add some light and possibly tint it a bit red. Far from a perfect solution but…
highway62 : Thanks for the kind words man :) Yeah you definetely have a point I tried to bring down some of this armor piece so they fit the original Darknut piece a little better, even modeled some leather buckle straps for the armor too. ZacD: I understand where your coming from, but I think in this instance I like the…
The error you're seeing here is specific to the RTX Accelerated ray tracing back end, which means your 3070 is likely being detected and used. Toolbag 4 requires additional memory when compared to Toolbag 3, especially when using ray tracing. So if you were able to fit your scene into video memory with Toolbag 3, that…
I'mSlightlyBored: I apologize for not replying earlier, but I have been really busy over the last 2 weeks. I have managed to solve the problems with my normal maps (or at least, the most major ones). Turns out it was the most basic issue; while my maps were set to a proper compression, they were not imported with the right…
Have you considered using a SSS map for the skin? That could improve the skin considerably (although I'm not sure what your restrictions are for this character). I think the hair could use a tad bit more polygons; some parts a bit too hard to be interpreted as flowing hair. I'm guessing the 1bit alpha was a technical…
Hey! Welcome to The Polygon Vault ! This is my little space to explore retro-style 3D modeling — low poly trees, chunky textures, and that good old-school vibe from the PS1 era. I build everything from scratch in Blender, then bring it to life in Unreal Engine with a bit of that pixel-flavored aesthetic. If you're into…
Thats typical for me too, I normally work 8hr days 5 days a week with a little OT here and there. Going on 5 years of that and I love it. I'm home by 3:30-4pm which gives me 4-6 hours of family time before my daughter heads off to bed. I love the flexible hours and being able to work from home sporadically, is a great way…
Hey guys, just a simple question here, I'm working on a project that can be used to walk around this building on a mobile app. My question is why my lighting seems to be tinted blue when i preview the game in the mobile viewer? My point lights are even tinted yellow and that shows up in the editor when i bake but not in…