yeah it looks good but when you get some different lighting in there i think you'll get some better crit, and mess with the material too so it shows off the details as well as possible with some nice specular highlights. looks damn solid though man. as for the render in mental ray, there's a few things. for me, personally,…
Yeah, in an ideal world you would have a two layer setup for laqured wood, however its pretty easy to get by with only representing the outer layer in the normal map and gloss, as the roughness of the base wood would give the specular highlight a dim appearance. Its harder to do that when the layer below is significantly…
I'm gonna do my last post in this thread because it's a topic that will never we will never be done discussing. I just want to add to Blaizer that sometimes the creators needs to see it from the consumers view too, and the legal consumer are the people who pays for the studio's efforts in stopping piracy with stupid DRM…
University is a great opportunity to spend time figuring this stuff out, well done for making an effort. I know what you mean about the process of making concept art, Im a 3d artist but I do get to concept occasionally at work. I like the variety! it is possible to get some variety at smaller more indie style studios.…
Maybe a hybrid jet... The most thrust a plane needs is during takeoff where the power of an electric motor still can't touch the power of a combustion engine (although they are getting close). Maybe a set of assist jets could help get it up to altitude, then the rest of the trip is mostly maintaining and gliding..…
+++Finished!+++ +++Finished!+++ I'm starting a project to dig into UE4 and get a little deeper with PBR shading. It's a still image focusing on the clunky old hardware that was around during the rise of hip hop. The setting is a dusty old basement with late-day sunlight lighting the scene. Visual target is realism. The…
Hi guys, happy new year! Came here to post an update, I've learned a lot about baking even from a simple thing like a thrash bag which I had to rebake like a 100 times and look at the missed spots and figure out why it wasn't capturing that detail (the normals weren't following the curvature properly to capture all of the…
You do it in phases and try to figure it out while you're pretty early on in the block-out/greyboxing/modeling phase. You do it with simple objects and simple unwraps with simple textures and get a general feel for how it will look when you take it to the next step. If you're working with brick, try to get a simple bond…
I haven't posted here in a long time and I'm not entirely sure this is the right place to be doing this, but I'd like to get some perspectives from others in the game industry. I'm not really trying to use this for therapy or anything. I mostly want to get an idea of if I'm alone in this and how others are dealing with it…