There are a number of different transparency models (which can be enabled in the Transparency module found near the bottom of the material editor). Cutout is typical alpha testing, where each pixel is on or off, this is generally useful for something like a chain link fence. Dithered is an order-independent blending mode…
"LEVEL DESIGN: FALLOUT 3" is very misleading if you're just skim-reading. You should instead use the name of your mod (if it doesn't have one, give it one) so it reads more like "MYMODNAME: FALLOUT 3 MOD". As mentioned before, as far as actual GAMES are concerned, you've not got much to show. Your offline renders won't do…
I was hoping to finish modelling this weekend but I kept finding more to work on. I'd left the dials/buttons etc. as separate meshes and I'm now trying to join them all up. I've got my hips sorted. There are already two joints above the ankles so started thinking the hips only need to pivot the TV up and down, more like a…
@Jakub Grab a better reference photo, at least one with more resolution :D - This is what i talked about before, it´s a semi dirty test in photoshop but maybe it´s useful. Shadowed some areas to fakeAo into the plane & enhance specular strands highlighting others. - In toolbag 3, kinda extreme for easy differentiation : -A…
Steampunk pistol made by tutorial and concept of this guy https://www.artstation.com/artwork/8lJ6PE You can compare my artwork with the author's artwork. I've modeled in Modo, sculpted in Zbrush, started UV unwrapping in Modo, and finished and packed the UVs in Rizom UV. Baking I did in Marmoset Toolbag - I like the…
So, this is my final update. Even though there are probably more things I could improve I am happy with my learning progress and the overall scene. I have learned a lot during this personal project and I did many things for the first time for example modeling a tree or creating rooftiles in Substance Designer. In terms of…
Since last time, I've textured the sword, created a small stone base and posed the character for his beauty shot. Originally, I wanted to learn Blender 2.8's Rigify toolset in order to properly rig a 3D character for animation. It became too frustrating however, between the character's overlapping clothing geometry…
Hey Serene, James covered pretty much everything that really needs to be said but Ill throw in some extra advice. If this is for a portfolio piece separate it out into the different assets your working on. Instead of doing the plane a hanger and props maybe just focus on the plane for now. Throw the plane into an HDRI…
I finished texturing the props and i placed some spot lights and a directional light to start setting up the mood. I want it to be in a central urban area during sunset surrounded by lot of artificial lights of the buildings. It is quite hard to lit the props on the table because the pillars, furnitures and the hanging…
Well if nobody else is going to reply. :) I think it deserves some attention. I really like that you actually put together a whole scene with a pretty consistent style. But there is quite a lot that needs love and attention. For game art it is a lot more respected when you present your work in a real time render. For…