I recently followed a DT tutorial on 3DS to learn the program, and made this study piece. The tutorial provided the environment image and the platform model. The traffic cones are free models I got online. There's a lot to learn about working in 3D, so any C&C - even minor stuff - will be greatly appreciated! Animated…
Hey guys, I just started a new project today , and i was wondering if any of you have good hints or easy way to do the small branches of the tree the concept. Im at the moment extruding polygons and playing with smoothing groups. Thank you ! :) by the way i try to upload my WIP file from my computer bu it fails. dont know…
Thank you all for your feedback! I have been working on blending the house with the terrain and also emphasizing the river. I also added a very simple splash as an animated material, at the bottom of the outside waterfall. Far from realistic but I do not want to go with particles. This is a flipbook texture I got from an…
Hello! I've been working on this small Unity scene on-and-off for awhile and now I feel like I am getting stuck with it. There is something off about it but I can't quite figure out what, so I'd love to have any feedback or critique how to push the scene further. Thanks!
Hi guys, I'm currently working on a small hand painted scene. I was inspired by a friend who does hand painted texturing to give it a try. I'm trying for diffuse only, no spec or normal. I may add lights though. I have never hand painted textures before and I'm definitely having difficulties so any feedback or critique…
Really dig the scene. Doesn't seem anything like a Blacksmith House though I do notice the smelter on the right. Maybe some close-up shots of smithing tools, etc. would aid in selling it.
Hi everyone, I made this project last weekend as some practice in archviz. The lighting is static (GPU Lightmass) and I'm using screen space reflections (no ray tracing, sorry). I picked some models from Evermotion and assembled them in a simple scene. I would love to receive some feedback on it, to improve my knowledge.…
I have a question about this tutorial http://www.citiesxl.com/index.php?/content/view/36/2/lang,en/ I've figured out how this artist went about most of the texturing (tiling,channels,etc). The one techinque I couldnt figure out was the normal mapping process. How did he know where to properly place those HP objects like…
Thank you! It's actually just a grunge map applied to the spec map in addition to a an edge detect of the window mask that's been slope blurred to increase the spec and diffuse near the windowsill. Just finished another texture for the side of the house: