Hello everyone! This is my first thread on the Polycount Forum. My name is Anders and I'm studying CG in Sweden at gsCEPT. I'm currently working on my specialization project, in which I will create props for games. I will create the following: * One organic prop, an oak tree. * One hard-surface model, a motorcycle. (As…
Hi Eric. I'm using Cinema 4d which does have a 2sidedmaterial but the results were less than desirable. Also been using fog color which is present in the previous renders. Thanks for that, I had a look through but not quite what I'm after. Translucency seems to give me a bit of a waxy finish. I did find something that's…
Hi everyone, I'm currently working on a small project during my free time. It's about the game Wipeout 2097/XL on PS1.I realized the two ships on the game cover do not have the same design compare to the in-game models.So, I found on internet meshes from the game. Now I want to match them with the cover design ¯\_(ツ)_/¯ A…
Looks fun man, but i think you're over complicating the tree by putting it in as one garbeled mess from the get go. Imagine the tree standing perfectly straight and not twisted at all. Imagine it completely symmetrical with no unique detail from any angle. All you have to model and texture is one small cross section of…
You can represent metal using specular/gloss model easily Put black in your diffuse texture and a bright value in the specular reflectance texture. Something greater than around 150 in value will be a valid metal - strictly speaking it shouldn't be a perfect grey and should not be fully saturated but that doesn't matter.…
some work on Persian forest level. just a few more little dioramas like this to do and everything will be blocked in for a teaser trailer i have added lighting in as you can see but it's a type of cel shader that removes all of the diffusion. I might not be using correct terminology but you can see what I mean. It's like…
Well, from the perspective of Splash Damage. The high poly detail is not sloped enough: Post your high poly source so we can see where your bake was derived from. Also, I'm not really sure what kind of smoothing groups you are using. There doesn't seem to be much (if any) Binormal correction in the Normal Map. The low-poly…
Hello, I am a bit of a newbie at working with 3D and am about halfway through building my first major piece that I hope to include in my portfolio. I was hoping to get some critique and suggestions on what I could do to improve. My scene isn't entirely... Put together yet so I just have some renders of a few assets I've…
A little while ago, I suggested starting a series of "How To" threads about learning how to do some of the popular things in 3d art modeling as there are many different approaches for doing one thing. For example, this thread being about a building, do you: * model a brick in 3d, copy it multiple times to make a brick…