Hi, So I've been using Substance painter and have done some bake tests in it. I've found I'm getting cleaner bakes without the shadows from meshes sitting on top by using the match by mesh name method. My question though is with Pbr in mind, should these AO bakes be made to less occluded anyway. I know animated parts…
Ghost Lake https://www.artstation.com/artwork/bg530G Ghost Lake is a project I have been working on in my personal time. My former lead at Mountaintop, Andy Kreutzer, told me to improve my Unreal Material Skills. I thought a fun challenge would be to create an Ice Material. Once I finished the Ice Material I tried to make…
HMM, I find it strange it looks 5 times better than the recent post "rendered img", what's up with that? color calibration issue? Otherwise nice hair work.
Hi!So,I'm exporting some mud texture from Substance Designer to UE5 and it looks drastically different,anyone can give me a pointer why it happens?I've attached a screenshot with the color texture,how it looks in both softwares side by side.
I am currently texturing a character and weapon to look like
Blizzard’s overwatch. I have never done hand painted textures before and am struggling
a bit. I am wondering if it reads as overwatch or if there is anything I can do
to push the textures? I include my WIPs and a reference sheet along with the
concept art I am…
Hello guys! I finally finished my 3D realistic characters portfolio and about to find a new job (I was 3D generalist for cinematics before) but a bit worry, so would like to listen some advises of my works (especially about topology and UV). Thanks! (more pictures of these characters can see…
Hi everyone, I'm creating a game asset that includes a bulb. My question is: should I make the bulb double-sided in both the high-poly and low-poly models?