From left to right the three teapots have: 1.) a shader using transparency set to "dither" => way too noisy, cant get blurry 2.) a shader using "refraction" => becomes crystal clear, almost unvisible after exporting 2.) a shader using "thin surface" => becomes pure white after exporting I sent this scene to Andrea Mele on…
Noob question. I'm wandering what UV mapping is expected by game industry. No distortion in map. Is it good enough left example, or it should be more like right example ?
Hi Here is my concept of the beast.https://www.artstation.com/artwork/NZ2Gz He is the guardian of what is left of Mother nature, with that burden he have her essence to will her power.
Have been working on a scene as part of a three week(part time) school assignment. I have a couple of days left until deadline, would love some critique.