LC : just paste the youtube adress with as little fluff as possible. Sometime it requires one to remove the "s" from https ... and sometime it doesn't [ame]https://www.youtube.com/watch?v=zZ9fCBff2_I[/ame] Dustin, yeah, that's been my experience when working with v2.0 too - it seems pretty damn powerful when it comes to…
I don't know much about this sort of thing. i built my machine based on some random article I found online, but it works well. I've got : GeForce GTX 1060 6GB AMD Ryzen 5 1600 Six Core 16GB RAM I've worked on as many as four 4k texture sets in Substance Painter with zero lag -- although I did run out of RAM when I started…
Thankyou for the kind words guys <3 Just a mini update tonight before I go to bed. I added a kind of oil patch decal to work towards breaking up the boring floors. The area under the bike will end up being newspaper anyway so it won't be as extreme as this in the end. I also added a small dust particle effect that fills…
Thanks Polyhertz... I'm not sure what I meant by no.3 either upon reading it back. I guess I just come to expect integration with other apps now and I noticed something about a plugin. I just didn't know what it did. So when you say it supports all those channels, does it do specular power? I guess the confusion here is…
Most of your stuff is fairly par. The hand painted wow style textures are by far your worst pieces, it's clear photo reffing, or sculpting is more your style/skillset. The reel had a nice presentation and flyby and stuff, one thing turning me off to the whole portfolio is not showing your assets in udk, unity or another…
there are some areas which are worth looking at imo .... as visceral said tesselation is right now just a gimmick but will be the big stuff with the upcomming nextgen consoles in a few years ( i guess 2 or 3 which might be wrong!) voxel based tech/content will be the future even if just an far away one still. sculpting…
I would seriously recommend you just don't render at all. Normalmaps are a technique intended for realtime 3d, preview it that way. Not only will it more accurately reflect what it'll look like in the game-engine, it'll be faster and easier. You'll be able to rotate around the model, seeing the spec move around, which is…
Your goblin captures the menacing (and ugly!) portrayal of the creatures - it looks great! The concept art for the tree is beautiful, though I think (as others have suggested) that de-saturating the blue on your model will look less harsh. You could simply colour-pick from your concept artwork. :) Also the contrast between…
AO should only really occlude indirect light so that is a bit shonky. The rough metal ball is a grey area I think - appearance will depend greatly on what they're doing with the microsurface light scattering calculations and what they're doing to the IBL in it's way through the Shader. Once the metalllc map becomes white…
you need more finished work that shows you can make final game ready assets. right now you have a collection of sculpts that look unfinished. studies and busts are a good way to learn but you need to be able to demonstrate you can create fully finished, textured character models and get them in a realtime engine…