Needs more lens flare. But seriously, you have some issues there with the intakes. It looks as though you have modeled wing leading edge extensions that cover over the top of the intakes, and actually overhang a little bit over the intakes. In actual fact, the intakes are angled forward and sit flush. Also, if you look at…
Hey guys, Sorry im not sure if this is the right place to put this thread but I've been have some skinning issues with a little ward peice I've been doing. The source engine doesn't seem to like what I've done with the animation or something. Can anyone tell me what I'm doing wrong here? I've just used the normal uploader…
I've responded - because I choose to believe the OP is asking in good faith. I'll add some extra notes as well. Where I work we are expressly forbidden from using generative AI for any shippable content - this decision was made at the topmost level of management (nobody is arguing with that). This is certainly in part due…
I need help making my spec maps more believable. When I connect a spec map to my meshes, they are all very shiny even though I didn't blow out the whites in the original maps. Everything looks like metal. Do I need to work with the spec power node as well? I went ahead and used a multiply and constant3vector expression per…
In this brief tutorial, I'll show you how to start setting up Landscape for use as terrain for environments. Before I start, though, I'd like to point out that there is a ton of useful info on the UDK help pages. Here are some relevant links: http://udn.epicgames.com/Three/Landscape.html…
Maybe a bit offtopic and i do not want to rant: Isn't this exactly "the problem" also in other areas (even other "industries") ? "The industry" does not define clear standards (and also the management fires everyone doing the real work).. So not only the newbies does not know what to put into their portfolio but also the…
Ah I see, did you use 1 smoothing group for the entire object in the end? Or did you literally use none. If you used none each face would emit it's normal directly out and miss most of the highpoly data though?
try this: https://dl.dropboxusercontent.com/u/2976372/PSMirrorPaint/PSMirrorPaint_Square.zip Note, you may need to set Unlit Texture in 3d options. In CC that is a property of the Scene (3d Pallete). Not promising it'll work in older versions of PS, but should work fine in CC, tested in CS6 and 5 and it did not. other…
None of this is in marmoset. These are all high polies. None of them were baked and textured. That is why they are mostly all a play on shaders no textures. I am working right now on a few things that include texture work. Thanks for the feedback. :)
📢 ENVIRONMENT ARTIST| OPEN TO WORK & PROJECTS 3D Artist specialized in stylized environments and props. I detect mistakes others don’t see, ensuring quality and detail in every project. 🎨 SERVICES * Modelling of high-quality stylized 3D assets with Maya. * Creation of stylized 3D environments in Unreal Engine 5 & Unity. *…