I created these two busts after starting the new Ranma 1/2 show on Netflix. They’re modeled to resemble two shots from the original opening! For this project, I used Maya for modeling and rendering, with toon shaders inside Maya to achieve the final look. I then used Substance Painter to create masks and textures for the…
Nice piece! The end scroll from the roof seems like the chunkiest topology, kind of stands out at the moment. Can you add another set of edges there? Bricks feel haphazardly placed, feels really odd to have them sticking out in the middles of the walls. You could try adding a few fallen leaves to the patio to add a little…
This is where I'm unsure where to proceed. The model is being made in 3ds Max 2019, with Arnold Renderer ideally, and I was going to try shader tree pbr kinda materials. I *think* (read: unsure) I see a youtube video where you can later bake complicated materials/shaders down into basic pbr maps, I was planning to do that…
Not sure, I haven't used the built-in navmesh, but it looks decent. I ended up writing my own system before Unity's own was released. It lets me export the navmesh info from modo to Unity (via XML). It's not very advanced but it works for me. All pathfinding uses a lot of distance calculation, that's part of how it works…
[ QUOTE ] and I think getting to see your wife like 3 times before she dies of old age sort of blows :P Don't get me wrong, endings where the bad guy wins or things don't work out the way you want them to have their place, but the ending didn't sit right with me. [/ QUOTE ] Well technically when she dies he'll have to…
Your models are decent and lit nicely on their own... but they could use at least a really small diorama environment per object. Doesn't need to be complex. For example: The first image of the portfolio piece of the axe could be sticking out on a tree stump, and the tree stump could be surrounded by a small piece of grass…
Completed! Well, after much amazing feedback and some work, I am happy to announce that I am done with this piece. There are no doubt things that could be improved, there always will be, but I believe that the work now reflects my current skill level and I hit a point of diminishing results in terms of how much time I put…
Hi, here is my first topic ! I'm a french 3d student and I'm currently in the middle of my last year of studies (yay !), I'm starting to build my portfolio in order to find an internship or a job at the end of my scholarship, and for this I'm planning to do a new project on UE4. This scene will also be my work for my final…
Excellent post Chris; I was thinking while reading the other recent thread about the whole metalness '1 or 0 only, or is greyscale fine too' that the confusion comes from not knowing how the engine handles the optimised albedo with grey metalness values - I wasn't even sure it was a linear interpolation for instance,…
Well this is a pretty terrible NM thread, probably the worst i've ever seen on polycount. Congratulations! First off, as stated multiple times you need to understand what a normal map is and how it works. This has been explained here already so i will skip that. Now, if you understand how a normal map works, you should…