First off, nice model. The diffuse texture looks pretty good. As for specular, you're using an environment map here when you should really be using a specular map. They're different things - spec maps plug into the "specular colour" part of the shader and don't reflect the environment, just the light source. Generally…
hey everyone. in a while i was thinking about some ways of optimisation and automatisation of my ways to create 3d assets. step by step i came to this question. How can i fastly cover mech robot with some sort of patterns? this is all fine with a simple-shaped details. i can just create a bunch of decals of a rectangular,…
Hi :] Here's something i'm making for a university assignment. At this stage it's still quite early and a bit rushed, but I'd really like to make up for that and really make something of it, so I'd rather appreciate whatever constructive criticism you can give me :] I'm not very confident in my organic modelling skills, so…
Hello i hope someone can point me in the right direction if someone have som time left for me?I have been follow a couple of tutorials and i cant understand what im doing wrong here I really cant find out what,s the problem.Cant find any docs of my issue.And i have been looking everywhere!Not sure i have seach of the right…
i'm trying to get the same effect this guy did with his coffee mug: Specifically, this is the part i want to achieve: and also this part: I asked him how he achieved it and he was very helpful. He explains it: 'as far as I can tell, you're looking at the smoothing groups, the "ring" in between the 2 bamboo/wood areas looks…
So far, for the room modelling brief, I have managed to create a table. It took me around 3 or so hours because I have never used maya 2022 before, and have little modelling experience. The first time I modelled, I sculpted in Blender. It has been interesting learning the specific techniques needed to make it. I have…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
Ideally share the meshes, so the issue can be re-produced. As a side note, looks like you have some hard edges without split UVs? Would expect visible seams there.
I'm thrilled to share my new environment project, "The Heart of the Forgotten Hall" — a post-apocalyptic scene where nature, especially animals, reclaims brutalist ruins. Inspired by Nier Replicant and Control, it explores the contrast between architecture and instinctive resurgence. Here are the tools I used Blender…
Hello Polycount community! This is my very first polycount topic and coincidentally my first finished 3D artwork. I uploaded it on ArtStation here: https://www.artstation.com/artwork/Ov5XY8 I modeled everything in Blender: highpoly, lowpoly; then I baked normal maps, ao and curvature in Marmoset Toolbag 4; textured…