Just thought I'd follow up on here since a similar issue happened to me (again). Assuming folks aren't using the projection wrong (have models visible and geometry turned on to projection settings)... It's almost always a scale issue. I was using Character Creator recently which has a terrible scale for zbrush sculpting…
Made some more progress, most of the scene will get another texture pass still. The table is obviously too clean compared to the arm, but I applied some of those lighting techniques. The scene is actually mostly lit from the sun through a window like light is coming in, but I made that a little more obvious and focused on…
Hello Friends, There is a new Blender version available, and so we release a new version too. Bforartist 4 version 4.1.0 The binary downloads can as usual also be found in the download section of the official webpage. https://www.bforartists.de/download/ The sourcecode can be found at Github.…
I'm working in a game for our portfolio and I am placing the meshes we worked on in our scene in UE5. We made our own 4-Blend Material to blend in up to 4 different texture with base color, Normal and ORD and I would like to get help to avoid any form of repetition on the bookshelves shown in the image. Any suggestion?
Hello Everyone! Here's my latest environment project. This scene took me about 3 weeks to finish from start. I created all the assets for the scene. I wanted to create a horror scene focused on background storytelling. However I had no specific concept to begin with. So I used Midjourney and Dall-E AI Modules to gather…
First thing that bug me is the scale of the overall scene. plus texture details are also very big and compare to the things around. I think you are following this https://www.pluralsight.com/courses/game-environment-modeling-fundamentals Look at the scale of the assets to each other. Make the longer bridge. right now scene…
Im liking how the scene is coming along! As R3D said though, you should definitely age the walls a bit and have some broken tiles in there exposing the material behind them.Using a different material on some of the walls too like just normal plaster walls, or half plaster, half tile would help break the monotonous colour…
Thanks for all the great feedback guys. I will definitely be fixing the stools, I've look at a couple of references and have seen alot of bars have their stools going straight into the ground, but it does not look good in this scene, so I will definitely be adding a base. The lighting has also been in a pain as I was not…
well lightmaps in UDK and AO aren't the same. AO is natural shadows, like the shadows in a folded paper. lightmaps are generated in UDK based on the lights you created around this mesh. the reason why UDK doesn't share lightmaps between meshes is simple, a lightmap for a mesh is created for each mesh you have in the scene,…
I used a 3D program to visualize the lighting, so something has to work but I could make mistakes within the scene. For example, one major error I had was both models were wearing the same clothes, when my drawing has them wearing 2 different skirt designs (one "hoop" and one "long one). Another scene error was I had a…