I've got a vauuuggee feeling like I've posted something about this before.. forgive me if that's the case. i've been thinking about it and i think art comes down to (or a large part of it is made up of) what i'd call "Modes". the basic premise is that there are different perspectives from which you can view any piece of…
A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…
Hi Polycount! :) It’s been a while. So a while back I posted about being laid off from my last job as a Lead 3D Artist. I am sure I speak for many people here when I say that I really really dislike the job search. I interviewed at many of my “Dream” jobs/studios. But unfortunately I never had a chance to get past the…
In context of what was brought up in other thread it should be noted: Blender in particular makes the texture look pale when the image Color Space is set to "Non-color", but it will read correctly by the Normal Map node. It can get a little confusing because of that.
Yes, look into Wire Parameters. You will need to write a little bit of code, but it is certainly possible. It's also updated in real-time (well, as close as your hardware can manage).
What you are asking is quad re-mesher. As far as i know Blender doesn't have it same good as in Zbrush, 3d max or Houdiny. Same as in Zbrush one is having been sold as an inexpensive addon for Blender with a free trial. Neighter of them are good enough to make clean cutting edge of a blade for example. You can try nodes of…
Welcome everyone to the 103rd Bi-Monthly Environment Art Challenge for the months of July and August! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along…
Hi folks! So, basically I had to use 'sample curve' and 'set position' nodes and for that it is necessary to 'realize instances' first, this removes the rotation I had done to the poles before...Is there a way to preserve the rotations or transmit them to the post-realized instances? PS: I attached a modified file,…
@Eric Chadwick Thank you! Im having alot of fun messing with this, especially at this stage where everything is really coming together visually. Also yes that gif is super helpful! Ill mess around with how I can get a similar effect with my post processing next time I work on this!